Description

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]

Steps to Reproduce

Repro steps unknown

Callstack
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]

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Fixed
ComponentUE - Graphics Features
Affects Versions4.124.13
Target Fix4.13
Fix Commit3083909
Main Commit3091931
Release Commit3085711
CreatedJul 5, 2016
ResolvedAug 10, 2016
UpdatedMay 2, 2018