Error message:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 804] Array index out of bounds: 1 from an array of size 1
Source Context:
352 353 // We assume Intel is integrated graphics (slower than discrete) than NVIDIA or AMD cards and rather take a different one 354 if(!ChosenAdapter.IsValid()) 355 { 356 ChosenAdapter = FirstAdapter; 357 } 358 } 359 else 360 { 361 ChosenAdapter = FirstAdapter; 362 } 363 364 if(ChosenAdapter.IsValid()) 365 { 366 ***** ChosenDescription = AdapterDescription[ChosenAdapter.AdapterIndex]; 367 UE_LOG(LogD3D11RHI, Log, TEXT("Chosen D3D11 Adapter: %u"), ChosenAdapter.AdapterIndex); 368 } 369 else 370 { 371 UE_LOG(LogD3D11RHI, Error, TEXT("Failed to choose a D3D11 Adapter.")); 372 } 373 } 374 375 FDynamicRHI* FD3D11DynamicRHIModule::CreateRHI() 376 { 377 TRefCountPtr<IDXGIFactory1> DXGIFactory1; 378 SafeCreateDXGIFactory(DXGIFactory1.GetInitReference()); 379 check(DXGIFactory1); 380 return new FD3D11DynamicRHI(DXGIFactory1,ChosenAdapter.MaxSupportedFeatureLevel,ChosenAdapter.AdapterIndex,ChosenDescription); 381 }
Most recent user affected CL: 3039270
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
In the linked Answerhub post, the user is crashing when attempting to launch the editor through the launcher. They have two graphics cards in the system: "NVIDIA Quadro K4200 and a GeForce GTX 980 Ti".
User has stated: "i found a solution - not ideal - but it could help the developers to track down the bug.
i configured the nvidia driver to use only one GPU is active. This can be either the K4200 or the GeForce but NOT both."
Repro steps unknown
UE4Editor_D3D11RHI!FD3D11DynamicRHIModule::FindAdapter() windowsd3d11device.cpp:367 UE4Editor_D3D11RHI!FD3D11DynamicRHIModule::IsSupported() windowsd3d11device.cpp:187 UE4Editor_RHI!PlatformCreateDynamicRHI() windowsdynamicrhi.cpp:81 UE4Editor_RHI!RHIInit() dynamicrhi.cpp:172 UE4Editor!FEngineLoop::PreInit() launchengineloop.cpp:1456 UE4Editor!GuardedMain() launch.cpp:114 UE4Editor!GuardedMainWrapper() launchwindows.cpp:126 UE4Editor!WinMain() launchwindows.cpp:200 UE4Editor!__scrt_common_main_seh() exe_common.inl:264 kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does TextureRenderTarget2D get TArray<uint8> type data?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does UMG set overlapping layouts?
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.12 |
Target Fix | 4.13 |
Fix Commit | 3055602 |
---|---|
Main Commit | 3072803 |
Created | Jul 13, 2016 |
---|---|
Resolved | Jul 19, 2016 |
Updated | May 2, 2018 |