This Jira was created from CrashReports submitted by the public due to the high number of occurrences.
Source Context:
165 return *VertexFactoryTypeIt;
166 }
167 }
168 return NULL;
169 }
170
171 void FVertexFactory::Set(FRHICommandList& RHICmdList) const
172 {
173 check(IsInitialized());
174 for(int32 StreamIndex = 0;StreamIndex < Streams.Num();StreamIndex++)
175 {
176 const FVertexStream& Stream = Streams[StreamIndex];
177 if (!Stream.bSetByVertexFactoryInSetMesh)
178 {
179 ***** checkf(Stream.VertexBuffer->IsInitialized(), TEXT("Vertex buffer was not initialized! Stream %u, Stride %u, Name %s"), StreamIndex, Stream.Stride, *Stream.VertexBuffer->GetFriendlyName());
180 RHICmdList.SetStreamSource(StreamIndex, Stream.VertexBuffer->VertexBufferRHI, Stream.Stride, Stream.Offset);
181 }
182 }
183 }
184
185 void FVertexFactory::OffsetInstanceStreams(FRHICommandList& RHICmdList, uint32 FirstVertex) const
186 {
187 for(int32 StreamIndex = 0;StreamIndex < Streams.Num();StreamIndex++)
188 {
189 const FVertexStream& Stream = Streams[StreamIndex];
190 if (Stream.bUseInstanceIndex)
191 {
192 RHICmdList.SetStreamSource( StreamIndex, Stream.VertexBuffer->VertexBufferRHI, Stream.Stride, Stream.Offset + Stream.Stride * FirstVertex);
193 }
194 }
Most recent user affected CL: 3028348
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
Repro steps unknown
UE4Editor_ShaderCore!FVertexFactory::Set() [vertexfactory.cpp:180] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() [basepassrendering.h:819] UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:433] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:1267] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:509] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [deferredshadingrenderer.cpp:419] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [deferredshadingrenderer.cpp:2019] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:1137] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1933] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`25'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:999] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:319] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:440] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-32784 in the post.
| 0 |
| Component | UE - Graphics Features |
|---|---|
| Affects Versions | 4.12, 4.13 |
| Target Fix | 4.13 |
| Created | Jul 5, 2016 |
|---|---|
| Resolved | Aug 10, 2016 |
| Updated | May 2, 2018 |