This seems to be a threading issue, as forcing the editor to run single threaded with -onethread makes the assert not reproduce.
UDN [Link Removed]
UE4Editor-Renderer.dll!FMaterialShader::GetShaderBindings()
UE4Editor-Renderer.dll!FMeshMaterialShader::GetShaderBindings()
[Inline Frame] UE4Editor-Renderer.dll!TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>::GetShaderBindings()
UE4Editor-Renderer.dll!FMeshPassProcessor::BuildMeshDrawCommands()
UE4Editor-Renderer.dll!FBasePassMeshProcessor::Process()
UE4Editor-Renderer.dll!FBasePassMeshProcessor::TryAddMeshBatch()
UE4Editor-Renderer.dll!FBasePassMeshProcessor::AddMeshBatch()
UE4Editor-Renderer.dll!FPrimitiveSceneInfo::CacheMeshDrawCommands::__l2::<lambda>(int Index)
[Inline Frame] UE4Editor-Renderer.dll!Invoke()
[Inline Frame] UE4Editor-Renderer.dll!UE4Function_Private::TFunctionRefCaller<void <lambda>(int),void __cdecl(int)>::Call(void *)
[Inline Frame] UE4Editor-Renderer.dll!UE4Function_Private::TFunctionRefBase<UE4Function_Private::FFunctionRefStoragePolicy,void __cdecl(int)>::operator()(int <Params_0>)
UE4Editor-Renderer.dll!ParallelForImpl::TParallelForData<void <lambda>(int)>::Process()
[Inline Frame] UE4Editor-Renderer.dll!ParallelForImpl::TParallelForTask<void <lambda>(int)>::DoTask()
UE4Editor-Renderer.dll!TGraphTask<ParallelForImpl::TParallelForTask<void <lambda>(int)>>::ExecuteTask()
[Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute()
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks()
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit()
[Inline Frame] UE4Editor-Core.dll!FTaskThreadBase::Run()
UE4Editor-Core.dll!FTaskThreadAnyThread::Run()
UE4Editor-Core.dll!FRunnableThreadWin::Run()
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun()
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
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-189449 in the post.
0 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 4.27.2 |
Created | Jun 23, 2023 |
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Resolved | Jun 26, 2023 |
Updated | Jun 26, 2023 |