When dragging the BP_LightStudio asset, that is included in Starter Content, the engine crashes. Out of the 4 times I reproduced this, one of the instances didn't crash until I dragged the BP_LightStudio around in the level.
This was tested in //UE4/Release-4.26 @ CL 15973114 and this did not occur, so marking as a Regression.
RESULT:
The editor crashes
EXPECTED:
The user can use BP_LightStudio in their level without crashing
Assertion failed: !IsInsideRenderPass() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h] [Line: 3377] UnrealEditor-Renderer!FAtmosphericFogSceneInfo::RenderAtmosphereShaders(FRHICommandList &,FGraphicsPipelineStateInitializer &,FViewInfo const &,FIntRect const &) [AtmosphereRendering.cpp:1190] UnrealEditor-Renderer!FAtmosphericFogSceneInfo::PrecomputeAtmosphereData(FRHICommandListImmediate &,FViewInfo const *,FSceneViewFamily &) [AtmosphereRendering.cpp:1600] UnrealEditor-Renderer!static void <lambda_32118202a4bf254e461915fb5a1775cf>::operator() [AtmosphereRendering.cpp:1669] UnrealEditor-RenderCore!FRDGPass::Execute(FRHIComputeCommandList &) [RenderGraphPass.cpp:342] UnrealEditor-RenderCore!FRDGBuilder::ExecutePass(FRDGPass *) [RenderGraphBuilder.cpp:1882] UnrealEditor-RenderCore!FRDGBuilder::Execute() [RenderGraphBuilder.cpp:1506] UnrealEditor-Renderer!CaptureSceneToScratchCubemap(FRHICommandListImmediate &,FSceneRenderer *,ECubeFace,int,bool,bool,FLinearColor const &,bool) [ReflectionEnvironmentCapture.cpp:827] UnrealEditor-Renderer!static void TEnqueueUniqueRenderCommandType<`CaptureSceneIntoScratchCubemap'::`4'::CaptureCommandName,<lambda_1d5c64d6028057cdeea44798f4a751f0> >::DoTask(ENamedThreads::Type, const class TRefCountPtr<FGraphEvent> & const) [RenderingThread.h:184] UnrealEditor-Renderer!static void TGraphTask<TEnqueueUniqueRenderCommandType<`CaptureSceneIntoScratchCubemap'::`4'::CaptureCommandName,<lambda_1d5c64d6028057cdeea44798f4a751f0> > >::ExecuteTask(class TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & const, ENamedThreads::Type, bool) [TaskGraphInterfaces.h:960] UnrealEditor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:730] UnrealEditor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:622] UnrealEditor-Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [TaskGraph.cpp:1993] UnrealEditor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:375] UnrealEditor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:514] UnrealEditor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:146] UnrealEditor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:76] KERNEL32!7ffcaa960000 + 17c24 ntdll!7ffcab8e0000 + 6d721
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-121577 in the post.
7 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 5.0-early access, 5.0-early access 2 |
Created | Aug 12, 2021 |
---|---|
Resolved | Aug 16, 2021 |
Updated | Aug 30, 2021 |