Enabling Stochastic Rect Lights with Ray Tracing causes the project to crash.
Reported and tested in version 4.26.0(CL 14419252). Tested and not found in version 4.25.3(CL 13942748).
Result: Editor freezes for few moments and crash screen appears with the auto submit form.
Expected: Stochastic Rect Lights are enabled that provide smooth lighting.
Assertion failed: Buffer [Link Removed] [Line: 3466]
ntdll!f6bd0000 + 9be44
KERNELBASE!f4720000 + 226ee
UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1579]
UE4Editor-Core!static `FRunnableThreadWin::GuardedRun'::`1'::filt$0() [WindowsRunnableThread.cpp:38]
VCRUNTIME140!e8d40000 + dfc0
ntdll!f6bd0000 + a111f
ntdll!f6bd0000 + 4b474
ntdll!f6bd0000 + 4b1c5
KERNELBASE!f4720000 + 23e49
UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1632]
UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:78]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61]
UE4Editor-Core!static void AssertFailedImplV(const char *, const char *, int, const wchar_t *, char *) [AssertionMacros.cpp:102]
UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:458]
UE4Editor-D3D12RHI!static bool SetRayTracingShaderResources<FD3D12RayTracingGlobalResourceBinder>(const class FD3D12RayTracingShader *, unsigned int, class FRHITexture * *, unsigned int, class FRHIShaderResourceView * *, unsigned int, class FRHIUniformBuffer * *, unsigned int, class FRHISamplerState * *, unsigned int, class FRHIUnorderedAccessView * *, unsigned int, const void *, struct FD3D12RayTracingGlobalResourceBinder & const) [D3D12RayTracing.cpp:3466]
UE4Editor-D3D12RHI!static void DispatchRays(class FD3D12CommandContext & const, const struct FRayTracingShaderBindings & const, const class FD3D12RayTracingPipelineState *, unsigned int, class FD3D12RayTracingShaderTable *, const struct D3D12_DISPATCH_RAYS_DESC & const) [D3D12RayTracing.cpp:3779]
UE4Editor-D3D12RHI!FD3D12CommandContext::RHIRayTraceDispatch(FRHIRayTracingPipelineState *,FRHIRayTracingShader *,FRHIRayTracingScene *,FRayTracingShaderBindings const &,unsigned int,unsigned int) [D3D12RayTracing.cpp:3921]
UE4Editor-RHI!FRHICommandRayTraceDispatch::Execute(FRHICommandListBase &) [RHICommandListCommandExecutes.inl:549]
UE4Editor-Renderer!FRHICommand<FRHICommandRayTraceDispatch,FRHICommandRayTraceDispatchString2132>::ExecuteAndDestruct(FRHICommandListBase &,FRHICommandListDebugContext &) [RHICommandList.h:760]
UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:366]
UE4Editor-RHI!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &) [RHICommandList.cpp:427]
UE4Editor-RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,ENamedThreads::Type) [TaskGraphInterfaces.h:886]
UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:709]
UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:601]
UE4Editor-RenderCore!FRHIThread::Run() [RenderingThread.cpp:320]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-101071 in the post.
0 |
Component | UE - Graphics Features - Lumen |
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Affects Versions | 4.26 |
Target Fix | 4.26 |
Created | Oct 13, 2020 |
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Resolved | Oct 23, 2020 |
Updated | Sep 19, 2021 |