Closed as 'cannot reproduced' when crash reports for this issue stopped occurring in 4.16.
However an alternate case of this began in 4.19 and is being tracked as UE-57089
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: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 833] Array index out of bounds: 0 from an array of size 0
Source Context:
2182
2183 for (int32 Index = 0;Index < MeshShaderMaps.Num();Index++)
2184 {
2185 MaxTextureSamplers = FMath::Max(MaxTextureSamplers, MeshShaderMaps[Index].GetMaxTextureSamplersShaderMap());
2186 }
2187
2188 return MaxTextureSamplers;
2189 }
2190
2191 const FMeshMaterialShaderMap* FMaterialShaderMap::GetMeshShaderMap(FVertexFactoryType* VertexFactoryType) const
2192 {
2193 checkSlow(bCompilationFinalized);
2194 const FMeshMaterialShaderMap* MeshShaderMap = OrderedMeshShaderMaps[VertexFactoryType->GetId()];
2195 checkSlow(!MeshShaderMap || MeshShaderMap->GetVertexFactoryType() == VertexFactoryType);
2196 ***** return MeshShaderMap;
2197 }
2198
2199 void FMaterialShaderMap::InitOrderedMeshShaderMaps()
2200 {
2201 OrderedMeshShaderMaps.Empty(FVertexFactoryType::GetNumVertexFactoryTypes());
2202 OrderedMeshShaderMaps.AddZeroed(FVertexFactoryType::GetNumVertexFactoryTypes());
2203
2204 for (int32 Index = 0;Index < MeshShaderMaps.Num();Index++)
2205 {
2206 check(MeshShaderMaps[Index].GetVertexFactoryType());
2207 const int32 VFIndex = MeshShaderMaps[Index].GetVertexFactoryType()->GetId();
2208 OrderedMeshShaderMaps[VFIndex] = &MeshShaderMaps[Index];
2209 }
2210 }
2211
Most recent user affected CL: 3106830
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
Repro steps unknown
UE4Editor_Engine!FMaterialShaderMap::GetMeshShaderMap() [materialshader.cpp:2197] UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1762] UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [shadowdepthrendering.cpp:750] UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::AddStaticMesh() [shadowdepthrendering.cpp:952] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [scenecore.cpp:315] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [primitivesceneinfo.cpp:146] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [primitivesceneinfo.cpp:189] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [rendererscene.cpp:466] UE4Editor_Renderer!`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand::DoTask() [rendererscene.cpp:698] UE4Editor_Renderer!TGraphTask<`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [taskgraphinterfaces.h:868] 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-35937 in the post.
| 2 |
| Component | UE - Graphics Features |
|---|---|
| Affects Versions | 4.12, 4.13 |
| Target Fix | 4.17 |
| Created | Sep 13, 2016 |
|---|---|
| Resolved | Jun 22, 2017 |
| Updated | May 7, 2018 |