The 4kVT is applied correctly, and you can switch the master material sampler to use the 2048x1024 texture, but if you switch it via the material instance param instead, the crash occurs.
Download the uassets provided by the licensee here - [Link Removed]
Place them in a project's content folder.
(optional) Apply the material instance to a surface
open the material instance
change "param2" to 2kby1k, crash occurs
Assertion failed: ProducerDesc.BlockHeightInTiles << MipBias == BlockHeightInTiles [File:D:/Unreal/UE4_Release-4.27/Engine/Source/Runtime/Renderer/Private/VT/AllocatedVirtualTexture.cpp] [Line: 229]
> UE4Editor-Renderer.dll!FAllocatedVirtualTexture::AddUniqueProducer(const FVirtualTextureProducerHandle & InHandle, const FVirtualTextureProducer * InProducer) Line 229 C++ UE4Editor-Renderer.dll!FAllocatedVirtualTexture::FAllocatedVirtualTexture(FVirtualTextureSystem * InSystem, unsigned int InFrame, const FAllocatedVTDescription & InDesc, FVirtualTextureProducer * const * InProducers, unsigned int InBlockWidthInTiles, unsigned int InBlockHeightInTiles, unsigned int InWidthInBlocks, unsigned int InHeightInBlocks, unsigned int InDepthInTiles) Line 35 C++ UE4Editor-Renderer.dll!FVirtualTextureSystem::AllocateVirtualTexture(const FAllocatedVTDescription & Desc) Line 506 C++ UE4Editor-Engine.dll!FMaterialRenderProxy::AllocateVTStack(const FMaterialRenderContext & Context, const FUniformExpressionSet & UniformExpressionSet, const FMaterialVirtualTextureStack & VTStack) Line 2885 C++ UE4Editor-Engine.dll!FMaterialRenderProxy::EvaluateUniformExpressions(FUniformExpressionCache & OutUniformExpressionCache, const FMaterialRenderContext & Context, FRHICommandList * CommandListIfLocalMode) Line 2937 C++ [Inline Frame] UE4Editor-Engine.dll!FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions::__l11::<lambda_72eb3bc05495f5a667ea16d08a23f360>::operator()(ERHIFeatureLevel::Type) Line 3208 C++ [Inline Frame] UE4Editor-Engine.dll!UMaterialInterface::IterateOverActiveFeatureLevels(FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions::__l11::<lambda_72eb3bc05495f5a667ea16d08a23f360>) Line 861 C++ UE4Editor-Engine.dll!FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions() Line 3200 C++ [Inline Frame] UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l2::<lambda_def006dcc1b5b6eb4307bf5994103c69>::operator()(FRHICommandList &) Line 3901 C++ UE4Editor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`2'::UpdateDeferredCachedUniformExpressionsName,<lambda_def006dcc1b5b6eb4307bf5994103c69>>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 183 C++ UE4Editor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`2'::UpdateDeferredCachedUniformExpressionsName,<lambda_def006dcc1b5b6eb4307bf5994103c69>>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) Line 886 C++ [Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 524 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 710 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 602 C++ UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 373 C++ UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 528 C++ UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 86 C++ UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 27 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-116772 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.26.2, 4.27 |
Target Fix | 5.0 |
Created | May 27, 2021 |
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Resolved | Jun 1, 2021 |
Updated | Oct 5, 2021 |