Description

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). 

Steps to Reproduce
  1. In 4.26, enable Ray Tracing and DirectX12
  2. In any map, drag in a Rect Light
  3. Enter console command r.RayTracing.StochasticRectLight 1

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.

Callstack

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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Fixed
ComponentRendering - Ray Tracing
Affects Versions4.26
Target Fix4.26
Fix Commit14555291
Release Commit14555291
CreatedOct 13, 2020
ResolvedOct 23, 2020
UpdatedOct 23, 2020