FVolumetricRenderTargetViewStateData structure for the orthographic view is not initialized and the structure has some uninitialized member variables.
If uninitialized FVolumetricRenderTargetViewStateData::Mode variable is 1 or 3, the renderer runs a code path to access uninitialized data and causes assertion failed
FVolumetricRenderTargetViewStateData::FVolumetricRenderTargetViewStateData() : CurrentRT(1) , bFirstTimeUsed(true) , bHistoryValid(false) , PreViewExposure(1.0f) , FullResolution(FIntPoint::ZeroValue) , VolumetricReconstructRTResolution(FIntPoint::ZeroValue) , VolumetricTracingRTResolution(FIntPoint::ZeroValue) , Mode(1) // add this line { VolumetricReconstructRTDownsampleFactor = 0; VolumetricTracingRTDownsampleFactor = 0; }
Editor rarely crashes with the assertion log :
Assertion failed: FullResolution != FIntPoint::ZeroValue [File:D:\dev\ue505\Engine\Source\Runtime\Renderer\Private\VolumetricRenderTarget.cpp] [Line: 299]
UnrealEditor-Renderer.dll!FVolumetricRenderTargetViewStateData::GetOrCreateVolumetricTracingRT(FRDGBuilder & GraphBuilder) Line 299 C++
UnrealEditor-Renderer.dll!CreateTranslucentBasePassUniformBuffer(FRDGBuilder & GraphBuilder, const FScene * Scene, const FViewInfo & View, const int ViewIndex, const FTranslucencyLightingVolumeTextures & TranslucencyLightingVolumeTextures, FRDGTexture * SceneColorCopyTexture, const ESceneTextureSetupMode SceneTextureSetupMode, bool bLumenGIEnabled, const FOITData & OITData, ETranslucencyPass::Type TranslucencyPass) Line 1076 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucencyInner(FRDGBuilder & GraphBuilder, const FMinimalSceneTextures & SceneTextures, const FTranslucencyLightingVolumeTextures & TranslucentLightingVolumeTextures, FTranslucencyPassResourcesMap * OutTranslucencyResourceMap, FRDGTextureMSAA SharedDepthTexture, ETranslucencyView ViewsToRender, FRDGTexture * SceneColorCopyTexture, ETranslucencyPass::Type TranslucencyPass, FInstanceCullingManager & InstanceCullingManager, bool bStandardTranslucentCanRenderSeparate) Line 1744 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucency(FRDGBuilder & GraphBuilder, const FSceneTextures & SceneTextures, const FTranslucencyLightingVolumeTextures & TranslucentLightingVolumeTextures, FTranslucencyPassResourcesMap * OutTranslucencyResourceMap, ETranslucencyView ViewsToRender, FInstanceCullingManager & InstanceCullingManager, bool bStandardTranslucentCanRenderSeparate, FRDGTextureMSAA & OutSharedDepthTexture) Line 1845 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 3173 C++
UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 5431 C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l96::<lambda_3>::operator()(FRHICommandListImmediate & RHICmdList) Line 5734 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate &) Line 470 C++
UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1541 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 470 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Line 1710 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1703 C++
UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 634 C++
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 504 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 482 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 779 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 668 C++
UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 317 C++
UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 470 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 159 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-248265 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 5.5 |
Target Fix | 5.6 |
Fix Commit | 39625106 |
---|
Created | Feb 17, 2025 |
---|---|
Resolved | Feb 20, 2025 |
Updated | Mar 3, 2025 |