Crashes when playing Niagara particles with the following conditions enabled. It crashes only when stompmalloc is enabled, not when disabled.
1. Unzip the attached sample project
2. Launch the project with "-stompmalloc" argument
3. Crash when open the project and play niagara effect.
UnrealEditor-Niagara.dll!FNiagaraRendererMeshes::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext & Context, TArray<FRayTracingInstance,TSizedDefaultAllocator<32>> & OutRayTracingInstances, const FNiagaraSceneProxy * SceneProxy) Line 1935 C++ UnrealEditor-Niagara.dll!FNiagaraSystemRenderData::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext & Context, TArray<FRayTracingInstance,TSizedDefaultAllocator<32>> & OutRayTracingInstances, const FNiagaraSceneProxy & SceneProxy) Line 243 C++ UnrealEditor-Renderer.dll!RayTracing::GatherWorldInstancesForView(FRDGBuilder & GraphBuilder, FScene & Scene, FViewInfo & View, FRayTracingScene & RayTracingScene, FGlobalDynamicReadBuffer & InDynamicReadBuffer, TConcurrentLinearBulkObjectAllocator<FSceneRenderingBlockAllocationTag> & InBulkAllocator, RayTracing::FRelevantPrimitiveList & RelevantPrimitiveList) Line 826 C++ UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 1898 C++ UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 4833 C++ UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l89::<lambda_3>::operator()(FRHICommandListImmediate & RHICmdList) Line 5122 C++ [Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate &) Line 555 C++ UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1751 C++ [Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 555 C++ [Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Line 1733 C++ [Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1726 C++ UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1235 C++ [Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 840 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 760 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 651 C++ UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 413 C++ UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 566 C++ UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149 C++ UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 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-219392 in the post.
0 |
Component | UE - Niagara |
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Affects Versions | 5.4 |
Target Fix | 5.5 |
Fix Commit | 32833526 |
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Created | Jul 16, 2024 |
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Resolved | Jul 16, 2024 |
Updated | Aug 13, 2024 |