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.
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.
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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-158860 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 5.0.3, 5.1 |
Target Fix | 5.1 |
Created | Jul 7, 2022 |
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Resolved | Jul 13, 2022 |
Updated | Aug 23, 2022 |