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]
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?
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
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 |
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Affects Versions | 4.12, 4.13 |
Target Fix | 4.17 |
Created | Sep 13, 2016 |
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Resolved | Jun 22, 2017 |
Updated | May 7, 2018 |