Description

Came across this bug when verifying [Link Removed]. Seems there was a different crash reason. When testing, this bugs seems to happen only half the time while the other half it succeeds without issue. 

Tested regression and could not reproduce the error but instead ran into the crash for the bug mentioned above. 

See logs and links for more information

Steps to Reproduce
  1. Open QAGame project
  2. Enable plugin Python Editor Script Plugin
  3. Enable plugin Movie Render Queue Plugin 
  4. Open the FrameAccuracyLevel level 
  5. Open Windows > Cinematics > Movie Render Queue
  6. In the Movie Render Queue click +Render button and add FrameAccuracyMaster_Master
  7. Open CMD in the workspace folder 
  8. Run this command line with the following arguments:
<path to Unreal Editor.exe> <path to QAGame.uproject> FrameAccuracyLevel -game -LevelSequence="/Game/Sequencer/FrameAccuracy/FrameAccuracyMaster_Master.FrameAccuracyMaster_Master" -MoviePipelineConfig="/Game/Sequencer/DefaultConfig.DefaultConfig" -windowed -resx=1280 -resy=720 -log -notexturestreaming

Actual Result: It crashes
Expected Result: Scene renders without issue

Callstack
UnrealEditor_GeometryCache!FGeometryCacheCodecDecodeArguments::FGeometryCacheCodecDecodeArguments() [GeometryCacheCodecBase.h:56]UnrealEditor_GeometryCache!FGeometryCacheTrackStreamableRenderResource::DecodeMeshData() [GeometryCacheTrackStreamable.cpp:616]UnrealEditor_GeometryCache!FGeometryCacheSceneProxy::FrameUpdate() [GeometryCacheSceneProxy.cpp:689]UnrealEditor_GeometryCache!FGeometryCacheSceneProxy::GetDynamicMeshElements() [GeometryCacheSceneProxy.cpp:447]UnrealEditor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [SceneVisibility.cpp:3004]UnrealEditor_Renderer!FSceneRenderer::ComputeViewVisibility() [SceneVisibility.cpp:4286]UnrealEditor_Renderer!FDeferredShadingSceneRenderer::InitViews() [SceneVisibility.cpp:4565]UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [DeferredShadingRenderer.cpp:2003]UnrealEditor_Renderer!RenderViewFamily_RenderThread() [SceneRendering.cpp:3923]UnrealEditor_Renderer!<lambda_6f2772e587e9d992f097e9febb51ea38>::operator() [SceneRendering.cpp:4182]UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`46'::FDrawSceneCommandName,<lambda_6f2772e587e9d992f097e9febb51ea38> >::DoTask() [RenderingThread.h:185]UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`46'::FDrawSceneCommandName,<lambda_6f2772e587e9d992f097e9febb51ea38> > >::ExecuteTask() [TaskGraphInterfaces.h:980]UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [TaskGraph.cpp:730]UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [TaskGraph.cpp:619]UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [TaskGraph.cpp:2081]UnrealEditor_RenderCore!RenderingThreadMain() [RenderingThread.cpp:375]UnrealEditor_RenderCore!FRenderingThread::Run() [RenderingThread.cpp:514]UnrealEditor_Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:146]

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Backlogged
CreatedAug 23, 2021
UpdatedFeb 26, 2024