This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.
Error message:
Assertion failed: IsValidRef(GBufferResourcesUniformBuffer) [Link Removed] [Line: 406]
Source Context:
393 394 /** Get the current translucent ambient lighting volume texture. Can vary depending on whether volume filtering is enabled */ 395 IPooledRenderTarget* GetTranslucencyVolumeAmbient(ETranslucencyVolumeCascade Cascade) { return TranslucencyLightingVolumeAmbient[SelectTranslucencyVolumeTarget(Cascade)].GetReference(); } 396 397 /** Get the current translucent directional lighting volume texture. Can vary depending on whether volume filtering is enabled */ 398 IPooledRenderTarget* GetTranslucencyVolumeDirectional(ETranslucencyVolumeCascade Cascade) { return TranslucencyLightingVolumeDirectional[SelectTranslucencyVolumeTarget(Cascade)].GetReference(); } 399 400 // --- 401 /** Get the uniform buffer containing GBuffer resources. */ 402 FUniformBufferRHIParamRef GetGBufferResourcesUniformBuffer() const 403 { 404 // if this triggers you need to make sure the GBuffer is not getting released before (using AdjustGBufferRefCount(1) and AdjustGBufferRefCount(-1)) 405 check(IsValidRef(GBufferResourcesUniformBuffer)); 406 407 ***** return GBufferResourcesUniformBuffer; 408 } 409 /** */ 410 FIntPoint GetBufferSizeXY() const { return BufferSize; } 411 /** */ 412 uint32 GetSmallColorDepthDownsampleFactor() const { return SmallColorDepthDownsampleFactor; } 413 /** Returns an index in the range [0, NumCubeShadowDepthSurfaces) given an input resolution. */ 414 int32 GetCubeShadowDepthZIndex(int32 ShadowResolution) const; 415 /** Returns the appropriate resolution for a given cube shadow index. */ 416 int32 GetCubeShadowDepthZResolution(int32 ShadowIndex) const; 417 /** Returns the size of the shadow depth buffer, taking into account platform limitations and game specific resolution limits. */ 418 FIntPoint GetShadowDepthTextureResolution() const; 419 // @return >= 1x1 <= GMaxShadowDepthBufferSizeX x GMaxShadowDepthBufferSizeY 420 FIntPoint GetPreShadowCacheTextureResolution() const; 421 FIntPoint GetTranslucentShadowDepthTextureResolution() const; 422 int32 GetTranslucentShadowDownsampleFactor() const { return 2; }
Most recent user affected CL: 2818068
Logs: [Link Removed]
[Link Removed]
[Link Removed]
CrashReporter User Descriptions:
int TexIndex = 2; return SceneTextureLookup(UV, TexIndex, true);
Result:
When the character enters the post process volume, the editor crashes
UE4Editor_Renderer!FSceneRenderTargets::GetGBufferResourcesUniformBuffer() [scenerendertargets.h:408] UE4Editor_Renderer!FDeferredPixelShaderParameters::Set<FRHIPixelShader * __ptr64>() [scenerendertargets.cpp:2382] UE4Editor_Renderer!FMaterialShader::SetParameters<FRHIPixelShader * __ptr64>() [shaderbaseclasses.cpp:254] UE4Editor_Renderer!TBasePassPixelShaderBaseType<FNoLightMapPolicy>::SetParameters() [basepassrendering.h:392] UE4Editor_Renderer!TBasePassDrawingPolicy<FNoLightMapPolicy>::SetSharedState() [basepassrendering.h:617] UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FNoLightMapPolicy>() [basepassrendering.cpp:383] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:985] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:444] UE4Editor_Renderer!FRendererModule::DrawTileMesh() [renderer.cpp:80] UE4Editor_Engine!FTileRenderer::DrawTile() [tilerendering.cpp:178] UE4Editor_Engine!`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand::DoTask() [tilerendering.cpp:326] UE4Editor_Engine!TGraphTask<`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand>::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]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
Installer 4.10 failed with error code R-1603
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-25623 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.10 |
Target Fix | 4.14 |
Fix Commit | 3123503 |
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Main Commit | 3154728 |
Created | Jan 18, 2016 |
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Resolved | Sep 13, 2016 |
Updated | May 2, 2018 |