Description

Looks like we only need a way to disable the usage of these tests from running if ray tracing is disabled as they are ray tracing only tests.

Steps to Reproduce

Open any project

Go to Tools->Session Frontend-Automation tab

Scroll to System->Renderer and tick the box to select the two tests.

Play the 2 tests, the crash should occur immediately.

Callstack

Assertion failed: Shader.IsValid() [Link Removed] [Line: 185]
Failed to find shader type FRayTracingBuildInstanceBufferCS in Platform PCD3D_SM5
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.

> [Inline Frame] UnrealEditor-Renderer.dll!FGlobalShaderMap::GetShader(int PermutationId) Line 185 C++
[Inline Frame] UnrealEditor-Renderer.dll!FGlobalShaderMap::GetShader(const TShaderPermutationDomain<FRayTracingBuildInstanceBufferCS::FUseGPUSceneDim> &) Line 193 C++
UnrealEditor-Renderer.dll!BuildRayTracingInstanceBuffer(FRHICommandList & RHICmdList, const FGPUScene * GPUScene, UE::Math::TVector<float> ViewTilePosition, UE::Math::TVector<float> RelativePreViewTranslation, unsigned int NumInstances, unsigned int InputDescOffset, TRefCountPtr<FRHIUnorderedAccessView> InstancesUAV, TRefCountPtr<FRHIShaderResourceView> InstanceUploadSRV, TRefCountPtr<FRHIShaderResourceView> AccelerationStructureAddressesSRV, TRefCountPtr<FRHIShaderResourceView> InstanceTransformSRV) Line 355 C++
UnrealEditor-Renderer.dll!BuildRayTracingInstanceBuffer(FRHICommandList & RHICmdList, const FGPUScene * GPUScene, UE::Math::TVector<float> ViewTilePosition, UE::Math::TVector<float> RelativePreViewTranslation, TRefCountPtr<FRHIUnorderedAccessView> InstancesUAV, TRefCountPtr<FRHIShaderResourceView> InstanceUploadSRV, TRefCountPtr<FRHIShaderResourceView> AccelerationStructureAddressesSRV, TRefCountPtr<FRHIShaderResourceView> CPUInstanceTransformSRV, unsigned int NumNativeGPUSceneInstances, unsigned int NumNativeCPUInstances, TArrayView<FRayTracingGPUInstance const ,int> GPUInstances) Line 412 C++
UnrealEditor-Renderer.dll!RunRayTracingTestbed_RenderThread(const FString & Parameters) Line 213 C++
[Inline Frame] UnrealEditor-Renderer.dll!FRayTracingTestbed::RunTest::__l2::<lambda_8e7f25d30aafed37516a5650eb37f64e>::operator()(FRHICommandListImmediate &) Line 340 C++
[Inline Frame] UnrealEditor-Renderer.dll!EnqueueUniqueRenderCommand(FRayTracingTestbed::RunTest::__l2::<lambda_8e7f25d30aafed37516a5650eb37f64e> &&) Line 254 C++
UnrealEditor-Renderer.dll!FRayTracingTestbed::RunTest(const FString & Parameters) Line 337 C++
UnrealEditor-Core.dll!FAutomationTestFramework::InternalStartTest(const FString & InTestToRun) Line 807 C++
UnrealEditor-Core.dll!FAutomationTestFramework::StartTestByName(const FString & InTestToRun, const int InRoleIndex) Line 419 C++
UnrealEditor-AutomationWorker.dll!FAutomationWorkerModule::HandleRunTestsMessage(const FAutomationWorkerRunTests & Message, const TSharedRef<IMessageContext,1> & Context) Line 558 C++
UnrealEditor-AutomationWorker.dll!TRawMessageHandler<FAutomationWorkerRunTests,FAutomationWorkerModule>::HandleMessage(const TSharedRef<IMessageContext,1> & Context) Line 105 C++
[Inline Frame] UnrealEditor-AutomationWorker.dll!FMessageEndpoint::ProcessMessage(const TSharedRef<IMessageContext,1> &) Line 1022 C++
UnrealEditor-AutomationWorker.dll!FMessageEndpoint::ProcessInbox() Line 449 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5525 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 62 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 186 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 279 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 337 C++
[External Code]

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Fixed
ComponentUE - Rendering
Affects Versions5.0.35.1
Target Fix5.1
Fix Commit21053729
Main Commit21053729
CreatedJul 7, 2022
ResolvedJul 13, 2022
UpdatedAug 12, 2022