When selecting apply after connecting a Post Process SceneTexture and a VertexInterpolator into the emissive color node a crash occurs.
This issue is occurring in Binary //UE5/Release-5.0-EarlyAccess CL 16682386
This issue is also ** occurring in Binary //UE4/Release-4.26 CL 15973114
**Not a regression
Result
Crash
[Callstack] 0x00007ffa17edd20b UnrealEditor-RHICore.dll!UE::RHICore::ValidateStaticUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp:56] [Callstack] 0x00007ffa17e1250b UnrealEditor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetGraphicsPipelineState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp:198] [Callstack] 0x00007ffa410b9d40 UnrealEditor-RHI.dll!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1237>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:745] [Callstack] 0x00007ffa410bd0f3 UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:368] [Callstack] 0x00007ffa410bcabb UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:660] [Callstack] 0x00007ffa410bd889 UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteList() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:683] [Callstack] 0x00007ffa410b5274 UnrealEditor-RHI.dll!FRHICommandWaitForAndSubmitSubList::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1107] [Callstack] 0x00007ffa410baa45 UnrealEditor-RHI.dll!FRHICommand<FRHICommandWaitForAndSubmitSubList,FRHICommandWaitForAndSubmitSubListString1073>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:745] [Callstack] 0x00007ffa410bd0f3 UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:368] [Callstack] 0x00007ffa410bcabb UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:660] [Callstack] 0x00007ffa410bdf4f UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteList() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:710] [Callstack] 0x00007ffa410b00f6 UnrealEditor-RHI.dll!FRHICommandList::EndScene() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1572] [Callstack] 0x00007ffa19c18fe0 UnrealEditor-Renderer.dll!TRDGLambdaPass<FEmptyShaderParameters,<lambda_4668f760f47998be147e57a1ae176ad4> >::ExecuteImpl() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphPass.h:445] [Callstack] 0x00007ffa3d86eb8d UnrealEditor-RenderCore.dll!FRDGPass::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphPass.cpp:342] [Callstack] 0x00007ffa3d872cc0 UnrealEditor-RenderCore.dll!FRDGBuilder::ExecutePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1882] [Callstack] 0x00007ffa3d86dfda UnrealEditor-RenderCore.dll!FRDGBuilder::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1506]
New callstack:
UnrealEditor_RHICore!UE::RHICore::ValidateStaticUniformBuffer() [RHICoreShader.cpp:52] UnrealEditor_D3D12RHI!UE::RHICore::ApplyStaticUniformBuffers<`ApplyStaticUniformBuffersOnContext'::`5'::<lambda_1> >() [RHICoreShader.h:86] UnrealEditor_D3D12RHI!FD3D12CommandContext::RHISetGraphicsPipelineState() [D3D12Commands.cpp:837] UnrealEditor_RHI!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1837>::ExecuteAndDestruct() [RHICommandList.h:1462] UnrealEditor_RHI!FRHICommandListBase::Execute() [RHICommandList.cpp:429] UnrealEditor_RHI!FRHICommandListExecutor::FTranslateState::Translate() [RHICommandList.cpp:897] UnrealEditor_RHI!`FRHICommandListExecutor::FSubmitState::Dispatch'::`19'::<lambda_1>::operator() [RHICommandList.cpp:862] UnrealEditor_RHI!FRHICommandListExecutor::FTaskPipe::Execute() [RHICommandList.cpp:627] UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FBaseGraphTask> const &) [TaskGraphInterfaces.h:634] UnrealEditor_RHI!UE::Tasks::Private::FTaskBase::TryExecuteTask() [TaskPrivate.h:504] UnrealEditor_RHI!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool) [TaskDelegate.h:171] UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [Task.h:627] UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [Scheduler.cpp:245] UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [Scheduler.cpp:514] UnrealEditor_Core!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator() [Scheduler.cpp:75] UnrealEditor_Core!FThreadImpl::Run() [Thread.cpp:69] UnrealEditor_Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:159]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-118771 in the post.
2 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.0-early access 2 |
Target Fix | 5.7 |
Created | Jun 22, 2021 |
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Resolved | Aug 12, 2024 |
Updated | Sep 4, 2024 |