Also, NiagaraDebugger crashes the moment I enable GPU Particle Readback.
Attribute Spreadsheet Repro
Result: Editor crashes
NiagaraDebugger + GPUReadback Repro
Result: Editor crashes
Attribute Spreadsheet
Assertion failed: ResourceBaseAddress [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\../Public/D3D12Resources.h] [Line: 183] UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461] UE4Editor_D3D12RHI!FD3D12StagingBuffer::Unlock() [D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12UAV.cpp:386] UE4Editor_Niagara!FNiagaraGpuReadbackManager::TickInternal() [D:\Build\++UE4\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuReadbackManager.cpp:46] UE4Editor_Niagara!NiagaraEmitterInstanceBatcher::ProcessDebugReadbacks() [D:\Build\++UE4\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraEmitterInstanceBatcher.cpp:1756] UE4Editor_Niagara!TEnqueueUniqueRenderCommandType<`FNiagaraEmitterInstance::WaitForDebugInfo'::`5'::CaptureCommandName,<lambda_37cd6aec2abd94fa17477bc52c14dfa3> >::DoTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183] UE4Editor_Niagara!TGraphTask<TEnqueueUniqueRenderCommandType<`FNiagaraEmitterInstance::WaitForDebugInfo'::`5'::CaptureCommandName,<lambda_37cd6aec2abd94fa17477bc52c14dfa3> > >::ExecuteTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:710] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:602] UE4Editor_RenderCore!RenderingThreadMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373] UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509] UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
NiagaraDebugger - GPUReadback
Assertion failed: ResourceBaseAddress [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\../Public/D3D12Resources.h] [Line: 183] UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461] UE4Editor_D3D12RHI!FD3D12StagingBuffer::Unlock() [D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12UAV.cpp:386] UE4Editor_Niagara!FNiagaraGpuReadbackManager::TickInternal() [D:\Build\++UE4\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuReadbackManager.cpp:46] UE4Editor_Niagara!NiagaraEmitterInstanceBatcher::PreInitViews() [D:\Build\++UE4\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraEmitterInstanceBatcher.cpp:1596] UE4Editor_Engine!FFXSystemSet::PreInitViews() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Particles\FXSystemSet.cpp:129] UE4Editor_Renderer!FSceneRenderer::PreVisibilityFrameSetup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:3084] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:4363] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1451] UE4Editor_Renderer!RenderViewFamily_RenderThread() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3727] UE4Editor_Renderer!<lambda_73fdb012e88f3452c5292ac950436524>::operator()() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3990] UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_73fdb012e88f3452c5292ac950436524> >::DoTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183] UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_73fdb012e88f3452c5292ac950436524> > >::ExecuteTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:710] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:602] UE4Editor_RenderCore!RenderingThreadMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373] UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509] UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
LS-0019-IS-PQR23 on the start of running UE4
I am not able to find world outliner how to enable it?
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-119363 in the post.
1 |
Component | UE - Niagara |
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Affects Versions | 4.27 |
Target Fix | 4.27.1 |
Created | Jul 8, 2021 |
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Resolved | Jul 15, 2021 |
Updated | Dec 1, 2022 |