Generated from CrashReporter
Error Message:
Assertion failed: !EnumHasAnyFlags(StencilAccess, AnyCopy) [File:./Runtime/VulkanRHI/Private/VulkanBarriers.cpp] [Line: 439] Only the Stencil being transitioned to Copy state, this is not supported.
RESULT: Editor Crashes
EXPECTED RESULT: View is switched to an orthographic view
Error Message:
Assertion failed: !EnumHasAnyFlags(StencilAccess, AnyCopy) [File:./Runtime/VulkanRHI/Private/VulkanBarriers.cpp] [Line: 439] Only the Stencil being transitioned to Copy state, this is not supported.
Callstack:
libUnrealEditor-VulkanRHI!7fdd180a5000 + 120369 libUnrealEditor-VulkanRHI!7fdd180a5000 + 11fa72 libUnrealEditor-RenderCore!FRDGEventScopeOpArray::Execute(FRDGBreadcrumbState&) [RenderGraphEvent.cpp:149] libUnrealEditor-RenderCore!FRDGBuilder::RegisterExternalBuffer(TRefCountPtr<FRDGPooledBuffer> const&, char16_t const*, ERDGBufferFlags) [RenderGraphBuilder.cpp:749] libUnrealEditor-Core!FRingBufferTest::RunTest(FString const&) [RingBufferTest.cpp:223] libUnrealEditor-Core!FOodleDataCompression::OodleScratchBuffers::OodleEncode(void*, long long, void const*, long long, FOodleDataCompression::ECompressor, FOodleDataCompression::ECompressionLevel) [OodleDataCompression.cpp:351] libUnrealEditor-Core!UE::CompressedBuffer::Private::FHeader::Write(TMemoryView<void>) [CompressedBuffer.cpp:91] libUnrealEditor-Core!LZ4HC_compress_generic_noDictCtx(LZ4HC_CCtx_internal*, char const*, char*, int*, int, int, limitedOutput_directive) [lz4hc.cpp:844] libUnrealEditor-Core!7fdd91bdb000 + 63edb2 libUnrealEditor-Core!FPlatformFileOpenLog::Initialize(IPlatformFile*, char16_t const*) [IPlatformFileOpenLogWrapper.h:143] libUnrealEditor-Core!FMallocBinnedGPU::~FMallocBinnedGPU() [MallocBinnedGPU.cpp:840] libUnrealEditor-Core!FPThreadEvent::Create(bool) [PThreadEvent.h:107] libc.so!7fdd87c0a000 + 8c54d libc.so!7fdd87c0a000 + 111b14
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
My UE5-0 Directional Light is too small and not real ,please tell me how to fix it thanks
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-155869 in the post.
2 |
Component | UE - Rendering Architecture - RHI |
---|---|
Affects Versions | 5.0.2, 5.0.3 |
Target Fix | 5.1 |
Fix Commit | 20224647 |
---|
Created | Jun 6, 2022 |
---|---|
Resolved | Aug 9, 2022 |
Updated | Sep 7, 2022 |