When creating a landscape with a waterbody lake. The engine will crash when in split screen when the player enters the water.
This is not regression, it is occurring in 4.26.
Result: Crash
Expected Result: The engine does not crash.
ntdll!7ff8021d0000 + 9cdf4 KERNELBASE!7fffffd20000 + 21a5e UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1591] UE4Editor-RenderCore!static `FRenderingThread::Run'::`1'::filt$0() [RenderingThread.cpp:511] VCRUNTIME140!7ffff4080000 + ecd0 ntdll!7ff8021d0000 + a20cf ntdll!7ff8021d0000 + 51454 ntdll!7ff8021d0000 + 511a5 KERNELBASE!7fffffd20000 + 34f69 UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1644] UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:78] UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61] UE4Editor-Core!static void AssertFailedImplV(const char *, const char *, int, const wchar_t *, char *) [AssertionMacros.cpp:104] UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:461] UE4Editor-RenderCore!static void DispatchCheckVerify<void,<lambda_681730290634f9d71f68deeb353712b3> >(class FRDGUserValidation::ValidateAddPass::__l51::<lambda_681730290634f9d71f68deeb353712b3> *) [AssertionMacros.h:165] UE4Editor-RenderCore!FRDGUserValidation::ValidateAddPass(FRDGPass const *,bool) [RenderGraphValidation.cpp:422] UE4Editor-RenderCore!FRDGBuilder::SetupPass(FRDGPass *) [RenderGraphBuilder.cpp:1383] UE4Editor-Renderer!static const class FRDGPass * FRDGBuilder::AddPass<FTranslucentBasePassParameters,<lambda_33b02764b8f3c7e30066615a8d3c7cf0> >(class FRDGEventName *, const class FTranslucentBasePassParameters *, ERDGPassFlags, class RenderTranslucencyViewInner::__l8::<lambda_33b02764b8f3c7e30066615a8d3c7cf0> *) [RenderGraphBuilder.inl:250] UE4Editor-Renderer!static void RenderTranslucencyViewInner(class FRDGBuilder & const, const class FSceneRenderer & const, const class FViewInfo & const, class FScreenPassTextureViewport, float, struct FRDGTextureMSAA, ERenderTargetLoadAction, class FRDGTexture *, class TRDGUniformBuffer<FTranslucentBasePassUniformParameters> *, ETranslucencyPass::Type, bool, bool) [TranslucentRendering.cpp:996] UE4Editor-Renderer!FDeferredShadingSceneRenderer::RenderTranslucencyInner(FRDGBuilder &,FRDGTextureMSAA,FRDGTextureMSAA,FSeparateTranslucencyTextures *,ETranslucencyView,FRDGTexture *,ETranslucencyPass::Type) [TranslucentRendering.cpp:1132] UE4Editor-Renderer!FDeferredShadingSceneRenderer::RenderTranslucency(FRDGBuilder &,FRDGTextureMSAA,FRDGTextureMSAA,FHairStrandsRenderingData const *,FSeparateTranslucencyTextures *,ETranslucencyView) [TranslucentRendering.cpp:1219] UE4Editor-Renderer!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate &) [DeferredShadingRenderer.cpp:2436] UE4Editor-Renderer!static void RenderViewFamily_RenderThread(class FRHICommandListImmediate & const, class FSceneRenderer *) [SceneRendering.cpp:3742] UE4Editor-Renderer!static void <lambda_cc1442c4bafed83188c182dd4b1a4ab0>::operator() [SceneRendering.cpp:4009] UE4Editor-Renderer!static void TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> >::DoTask(ENamedThreads::Type, const class TRefCountPtr<FGraphEvent> & const) [RenderingThread.h:183] UE4Editor-Renderer!static void TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> > >::ExecuteTask(class TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & const, ENamedThreads::Type) [TaskGraphInterfaces.h:886] UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:710] UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:602] UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:373] UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:509]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-136997 in the post.
0 |
Component | UE - LD & Modeling - Terrain - Water |
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Affects Versions | 4.27.2 |
Target Fix | 5.0 |
Fix Commit | 13151744 |
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Created | Dec 8, 2021 |
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Resolved | Dec 9, 2021 |
Updated | Dec 16, 2021 |