See the licensee steps here - [Link Removed]
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.
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
error message when install in U.E 5.3 - IS-IN-FCO2-82
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
How does UMG set overlapping layouts?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-118502 in the post.
2 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.26.2, 4.27 |
Target Fix | 5.0 |
Created | Jun 17, 2021 |
---|---|
Resolved | Nov 25, 2021 |
Updated | Jan 26, 2023 |