Plugging in a SceneTexture:WorldNormal masked to RG into the Opacity of a Translucent Default Lit Material and assigning this material into a Particle System will crash the editor.
Crash Reporter: [Link Removed]
RESULTS: Crash
EXPECTED: Not a Crash
Assertion failed: Buffer->GetLayout().GetHash() == Shader->ShaderResourceTable.ResourceTableLayoutHashes[BufferIndex] [Link Removed] [Line: 1165]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::SetResourcesFromTables<FD3D11PixelShader>() d3d11commands.cpp:1166
UE4Editor_D3D11RHI!FD3D11DynamicRHI::CommitGraphicsResourceTables() d3d11commands.cpp:1190
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() d3d11commands.cpp:1289
UE4Editor_Renderer!FMeshDrawingPolicy::DrawMesh() drawingpolicy.cpp:175
UE4Editor_Renderer!FTranslucencyShadowDepthDrawingPolicyFactory::DrawDynamicMesh() translucentlighting.cpp:442
UE4Editor_Renderer!FProjectedShadowInfo::RenderTranslucencyDepths() translucentlighting.cpp:570
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderTranslucentProjectedShadows() shadowrendering.cpp:2913
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() lightrendering.cpp:513
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:993
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1355
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`17'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:753
UE4Editor_Core!FTaskThread::ProcessTasks() taskgraph.cpp:430
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:273
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:284
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:385
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:73
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.7.6, 4.8.2, 4.9 |
Target Fix | 4.9 |
Created | Jul 21, 2015 |
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Resolved | Aug 11, 2015 |
Updated | Apr 27, 2018 |