Video of issue provided by licensee can be seen here - [Link Removed]
1. Download licensee repro from:
https://udn.unrealengine.com/sfc/servlet.shepherd/document/download/0694z00000O
YAt4AAH?operationContext=S1
2. Rename the folder to “BlankProject_5” to match the uproject file if needed and Open
3. Run PIE
4. Enable both check boxes (MSAA and capsule shadow)
5. Ensure is triggered.
LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed:Entry.RenderTarget->GetNumSamples() == NumSamples[File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHI.cpp][Line: 2024] LogOutputDevice: Error: Stack: LogOutputDevice: Error: [Callstack] 0x00007ffba1708c54UnrealEditor-RHI.dll!FRHIRenderPassInfo::Validate()[D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHI.cpp:2024] LogOutputDevice: Error: [Callstack] 0x00007ffb9f7b3378UnrealEditor-RenderCore.dll!FRDGBuilder::ExecutePassPrologue()[D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2757] LogOutputDevice: Error: [Callstack] 0x00007ffb9f7b298dUnrealEditor-RenderCore.dll!FRDGBuilder::ExecutePass()[D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2851] LogOutputDevice: Error: [Callstack] 0x00007ffb9f7ad42cUnrealEditor-RenderCore.dll!FRDGBuilder::Execute()[D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1848] LogOutputDevice: Error: [Callstack] 0x00007ffb031d2e8bUnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread()[D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4394] LogOutputDevice: Error: [Callstack] 0x00007ffb0319f967UnrealEditor-Renderer.dll!<lambda_d825e7d5a738e0bb6b7e834ee381bd9e>::operator()()[D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4668] LogOutputDevice: Error: [Callstack] 0x00007ffb031ac2dcUnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies()[D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4650] LogOutputDevice: Error: [Callstack] 0x00007ffb031ac9a0UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily()[D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4507] LogOutputDevice: Error: [Callstack] 0x00007ffb0db2e7f4UnrealEditor-Engine.dll!UGameViewportClient::Draw()[D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameViewportClient.cpp:1708] LogOutputDevice: Error: [Callstack] 0x00007ffb0eb79758UnrealEditor-Engine.dll!FViewport::Draw()[D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealClient.cpp:1650] LogOutputDevice: Error: [Callstack] 0x00007ffb4dbfce5dUnrealEditor-UnrealEd.dll!UEditorEngine::Tick()[D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2145] LogOutputDevice: Error: [Callstack] 0x00007ffb4e67e106UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick()[D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:517] LogOutputDevice: Error: [Callstack] 0x00007ff68cf7852cUnrealEditor.exe!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5369] LogOutputDevice: Error: [Callstack] 0x00007ff68cf9287dUnrealEditor.exe!GuardedMain()[D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202] LogOutputDevice: Error: [Callstack] 0x00007ff68cf9296aUnrealEditor.exe!GuardedMainWrapper()[D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107] LogOutputDevice: Error: [Callstack] 0x00007ff68cf95680UnrealEditor.exe!LaunchWindowsStartup()[D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244] LogOutputDevice: Error: [Callstack] 0x00007ff68cfa71b4UnrealEditor.exe!WinMain()[D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282] LogOutputDevice: Error: [Callstack] 0x00007ff68cfaa516UnrealEditor.exe!__scrt_common_main_seh()[D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] LogOutputDevice: Error: [Callstack] 0x00007ffbee3b7614KERNEL32.DLL!UnknownFunction [] LogOutputDevice: Error: [Callstack] 0x00007ffbeeca26a1ntdll.dll!UnknownFunction []
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
How to delete some elements correctly when deleting an array loop?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-178286 in the post.
10 |
Component | UE - Platform - XR |
---|---|
Affects Versions | 5.1.1 |
Target Fix | 5.5 |
Created | Feb 23, 2023 |
---|---|
Resolved | Sep 12, 2024 |
Updated | Sep 13, 2024 |