Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

User reporting crash with a specific setup using Lit Translucent FX Clouds and a Day-Night Setup running on a Timeline from Level Blueprint.

[Link Removed]

4.8 BUGG: [Link Removed]

4.9 BUGG: [Link Removed]

4.10 BUGG: [Link Removed]

Source Context
 316       		{
  317       			FTextureLayoutNode&	Node = Nodes[NodeIndex];
  318       			if (Node.ChildA == SearchNodeIndex || Node.ChildB == SearchNodeIndex)
  319       			{
  320       				return NodeIndex;
  321       			}
  322       		}
  323       		return INDEX_NONE;
  324       	}
  325       
  326       	/** Returns true if the node or any of its children are marked used. */
  327       	bool IsNodeUsed(int32 NodeIndex)
  328       	{
  329       		bool bChildrenUsed = false;
  330 ***** 		if (Nodes[NodeIndex].ChildA != INDEX_NONE)
  331       		{
  332       			checkSlow(Nodes[NodeIndex].ChildB != INDEX_NONE);
  333       			bChildrenUsed = IsNodeUsed(Nodes[NodeIndex].ChildA) || IsNodeUsed(Nodes[NodeIndex].ChildB);
  334       		}
  335       		return Nodes[NodeIndex].bUsed || bChildrenUsed;
  336       	}
  337       
  338       	/** Recursively removes the children of a given node from the Nodes array and adjusts existing indices to compensate. */
  339       	void RemoveChildren(int32 NodeIndex)
  340       	{
  341       		// Traverse the children depth first
  342       		if (Nodes[NodeIndex].ChildA != INDEX_NONE)
  343       		{
  344       			RemoveChildren(Nodes[NodeIndex].ChildA);
  345       		}
Steps to Reproduce

Updated Reproduction Steps:

  1. Download Linked Reproduction 4.10 Project from Google Drive
  2. Open MyProject8.uproject as a Copy in latest 4.12 Dev-Main or Dev-Rendering
  3. PIE
  4. Look at Cloud Particle System in Level
  5. Press "F" Twice
  6. Wait 90 seconds to 3 mins. (Do not move camera off of Cloud Particle System)

RESULTS: CRASH

EXPECTED: NO Crash

Original Reproduction Steps:

  1. Download Linked Reproduction 4.10 Project from Google Drive
  2. Open MyProject8.uproject
  3. PIE
  4. Press "F" to start Dynamic Sun Cycle
  5. Wait no more than 3 mins (usually takes one to two cycles to trigger)

RESULTS: CRASH

EXPECTED: No Crash

Callstack
4.8 Callstack
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678] Array index out of bounds: -1 from an array of size 1

UE4Editor_Renderer!FTextureLayout::IsNodeUsed() texturelayout.h:331 
UE4Editor_Renderer!FTextureLayout::RemoveElement() texturelayout.h:136 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::PrepareTranslucentShadowMap() translucentrendering.cpp:110 
UE4Editor_Renderer!FTranslucentPrimSet::DrawPrimitives() translucentrendering.cpp:650 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderTranslucency() translucentrendering.cpp:1040 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:1088 
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 
UE4Editor_Core!FRunnableThreadWin::GuardedRun() windowsrunnablethread.cpp:26 
kernel32!<Unknown> 
ntdll!<Unknown>
4.9 Callstack
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678] Array index out of bounds: -1 from an array of size 1

UE4Editor_Renderer!FTextureLayout::IsNodeUsed() texturelayout.h:331 
UE4Editor_Renderer!FTextureLayout::RemoveElement() texturelayout.h:136 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::PrepareTranslucentShadowMap() translucentrendering.cpp:112 
UE4Editor_Renderer!FTranslucentPrimSet::DrawPrimitives() translucentrendering.cpp:659 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::DrawAllTranslucencyPasses() translucentrendering.cpp:1054 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderTranslucency() translucentrendering.cpp:1083 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:1251 
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1572 
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:779 
UE4Editor_Core!FTaskThread::ProcessTasks() taskgraph.cpp:539 
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:340 
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:310 
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:411 
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74
4.10 Callstack
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678] Array index out of bounds: -1 from an array of size 1

UE4Editor_Renderer!FTextureLayout::IsNodeUsed() texturelayout.h:331 
UE4Editor_Renderer!FTextureLayout::RemoveElement() texturelayout.h:136 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::PrepareTranslucentShadowMap() translucentrendering.cpp:108 
UE4Editor_Renderer!FTranslucentPrimSet::DrawPrimitives() translucentrendering.cpp:659 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::DrawAllTranslucencyPasses() translucentrendering.cpp:1054 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderTranslucency() translucentrendering.cpp:1083 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:1266 
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1582 
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:779 
UE4Editor_Core!FTaskThread::ProcessTasks() taskgraph.cpp:539 
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:340 
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:310 
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:411 
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74

Have Comments or More Details?

Head over to the existingAnswerHub thread and let us know what's up.

0
Login to Vote

Won't Fix
ComponentRendering
Affects Versions4.8.34.9.24.104.11
CreatedNov 11, 2015
ResolvedFeb 7, 2017
UpdatedApr 27, 2018