This Jira was created from CrashReports submitted by the public due to the high number of occurrences.
Error message:
Assertion failed: IsValid() [Link Removed] [Line: 780]
Source Context:
1873 1874 SpeedTreeWindComputationMap.Remove(StaticMesh); 1875 WindComputation->UniformBuffer.ReleaseResource(); 1876 delete WindComputation; 1877 } 1878 } 1879 } 1880 1881 void FScene::UpdateSpeedTreeWind(double CurrentTime) 1882 { 1883 #define SET_SPEEDTREE_TABLE_FLOAT4V(name, offset) \ 1884 UniformParameters.name = *(FVector4*)(WindShaderValues + FSpeedTreeWind::offset); \ 1885 UniformParameters.Prev##name = *(FVector4*)(WindShaderValues + FSpeedTreeWind::offset + FSpeedTreeWind::NUM_SHADER_VALUES); 1886 1887 ***** ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER( 1888 FUpdateSpeedTreeWindCommand, 1889 FScene*,Scene,this, 1890 double,CurrentTime,CurrentTime, 1891 { 1892 FVector WindDirection; 1893 float WindSpeed; 1894 float WindMinGustAmt; 1895 float WindMaxGustAmt; 1896 Scene->GetDirectionalWindParameters(WindDirection, WindSpeed, WindMinGustAmt, WindMaxGustAmt); 1897 1898 for (TMap<const UStaticMesh*, FSpeedTreeWindComputation*>::TIterator It(Scene->SpeedTreeWindComputationMap); It; ++It ) 1899 { 1900 const UStaticMesh* StaticMesh = It.Key(); 1901 FSpeedTreeWindComputation* WindComputation = It.Value(); 1902
Most recent user affected CL: 3172292
Logs:
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CrashReporter User Descriptions:
Force delete an instanced SpeedTree Asset
UE4Editor_Renderer!`FScene::UpdateSpeedTreeWind'::`2'::EURCMacro_FUpdateSpeedTreeWindCommand::DoTask() [rendererscene.cpp:1888] UE4Editor_Renderer!TGraphTask<`FScene::UpdateSpeedTreeWind'::`2'::EURCMacro_FUpdateSpeedTreeWindCommand>::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]
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
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
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Hey, why do i get this when i snap two similar meshes together?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-38494 in the post.
0 |
Fix Commit | 3204968 |
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Main Commit | 3219854 |
Created | Nov 10, 2016 |
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Resolved | Nov 19, 2016 |
Updated | Apr 27, 2018 |