Continual ensures while playing this user's project:
LogOutputDevice: === Handled error: ===
Ensure condition failed: CurrentDepthTexture [Link Removed] [Line: 650]
Stack:
UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FDebug::EnsureFailed()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FDebug::EnsureNotFalse_OptionallyLogFormattedEnsureMessageReturningFalse()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::ValidateExclusiveDepthStencilAccess()
+ 53 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetDepthStencilState()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FTranslucencyDrawingPolicyFactory::DrawMesh()
+ 42 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FTranslucencyDrawingPolicyFactory::DrawDynamicMesh()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FRendererModule::DrawTileMesh()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!FTileRenderer::DrawTile()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!`FCanvasTileRendererItem::Render_GameThread'::`5'::EURCMacro_DrawTileCommand::DoTask()
+ 413 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!TGraphTask<`FCanvasTileRendererItem::Render_GameThread'::`5'::EURCMacro_DrawTileCommand>::ExecuteTask()
+ 18 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FTaskThread::ProcessTasks()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-RenderCore.dll!RenderingThreadMain()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-RenderCore.dll!FRenderingThread::Run()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FRunnableThreadWin::Run()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun()
+ 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
kernel32.dll
+ 0 bytes
ntdll.dll
+ 0 bytes
This will eventually crash the project. To stop the ensure from occurring, disconnect the Set Current Weapon node from Event Set Game State Weapon node in the DroneAlone_GameState Blueprint.
Reproduced in 4.8.1. Was not able to successfully convert the project to test in Main.
RESULTS: Ensure spams the Output log
EXPECTED: No Ensures
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.8.1 |
Target Fix | 4.9 |
Fix Commit | 2607434 |
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Created | Jun 25, 2015 |
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Resolved | Jul 1, 2015 |
Updated | Apr 27, 2018 |