Steps to Reproduce

See the licensee steps here - [Link Removed]

  1. Create a Third Person sample project for PC with high quality settings.
  2. Assigne SK_Mannequin_PhysicsAsset as ShadowPhysicsAsset in SK_Mannequin.
  3. In the sample map, enable Capsule Direct Shadows on the ThirdPersonCharacter.
  4. Enter PIE in viewport, then I used F8 to access editor panels in play time.
  5. While in play mode, select ThirdPersonCharacter and under Optimizations checked Render Static checkbox.

Note - This actually crashed on my end without step 4, just with the TPC highlighted, render static on it's own with this combination caused it.

Callstack
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 703] Array index out of bounds: 2 from an array of size 0
>	[Inline Frame] UE4Editor-Engine.dll!TArray<FMatrix,TSizedDefaultAllocator<32>>::RangeCheck(int Index) Line 703	C++
 	[Inline Frame] UE4Editor-Engine.dll!TArray<FMatrix,TSizedDefaultAllocator<32>>::operator[](int Index) Line 760	C++
 	UE4Editor-Engine.dll!FSkeletalMeshSceneProxy::GetShadowShapes(TArray<FCapsuleShape,TSizedDefaultAllocator<32>> & CapsuleShapes) Line 5823	C++
 	UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderCapsuleDirectShadows(FRDGBuilder & GraphBuilder, TRDGUniformBuffer<FSceneTextureUniformParameters> * SceneTexturesUniformBuffer, const FLightSceneInfo & LightSceneInfo, FRDGTexture * ScreenShadowMaskTexture, TArrayView<FProjectedShadowInfo const * const,int> CapsuleShadows, bool bProjectingForForwardShading) Line 721	C++
 	UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderDeferredShadowProjections(FRDGBuilder & GraphBuilder, TRDGUniformBuffer<FSceneTextureUniformParameters> * SceneTexturesUniformBuffer, const FLightSceneInfo * LightSceneInfo, FRDGTexture * ScreenShadowMaskTexture, FRDGTexture * ScreenShadowMaskSubPixelTexture, FRDGTexture * SceneDepthTexture, const FHairStrandsRenderingData * HairDatas, bool & bInjectedTranslucentVolume) Line 1950	C++
 	UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderLights(FRDGBuilder & GraphBuilder, TRDGUniformBuffer<FSceneTextureUniformParameters> * SceneTexturesUniformBuffer, FRDGTexture * SceneColorTexture, FRDGTexture * SceneDepthTexture, FRDGTexture * LightingChannelsTexture, FSortedLightSetSceneInfo & SortedLightSet, const FHairStrandsRenderingData * HairDatas) Line 1987	C++
 	UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 2211	C++
 	UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 3727	C++
 	UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l35::<lambda>(FRHICommandListImmediate & RHICmdList) Line 3990	C++
 	[Inline Frame] UE4Editor-Renderer.dll!EnqueueUniqueRenderCommand(FRendererModule::BeginRenderingViewFamily::__l35::void <lambda>(FRHICommandListImmediate &) &&) Line 244	C++
 	UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 3982	C++
 	UE4Editor-UnrealEd.dll!FEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 3916	C++
 	UE4Editor-Engine.dll!FViewport::Draw(bool bShouldPresent) Line 1573	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::UpdateSingleViewportClient(FEditorViewportClient * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement) Line 2180	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1875	C++
 	UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 4922	C++
 	[Inline Frame] UE4Editor.exe!EngineTick() Line 62	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 178	C++
 	UE4Editor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 262	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320	C++
 	[Inline Frame] UE4Editor.exe!invoke_main() Line 102	C++
 	UE4Editor.exe!__scrt_common_main_seh() Line 288	C++
 	kernel32.dll!BaseThreadInitThunk()	Unknown
 	ntdll.dll!RtlUserThreadStart()	Unknown

 

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Fixed
ComponentUE - Rendering
Affects Versions4.26.24.27
Target Fix5.0
Fix Commit18293697
Main Commit18293708
CreatedJun 17, 2021
ResolvedNov 25, 2021
UpdatedDec 1, 2021