Description

If forward shading is enabled and shadows are disabled, adding an actor with a SceneCaptureComponent2D and static mesh to the viewport will cause the editor to crash.

Regression:
Yes - this crash only occurs if forward shading is enabled which was not available in 4.13
Working CL: 3173393 (4.13.2)
Broken CL: 3195953 (4.14.0)

Crash Reporter:
[Link Removed]

Steps to Reproduce
  1. Open UE4 Editor
  2. Navigate to Edit->ProjectSettings->Engine->Rendering->Forward Shading
  3. Check the box for Forward Shading and restart the project when prompted
  4. In the main viewport, click Settings and scroll down to Engine Scalability Settings and set to Low
  5. Create new blueprint based on Actor (MyActor)
  6. Add StaticMesh component and SceneCaptureComponent2D component (SCC2D)
  7. Set StaticMesh to 1M_Cube
  8. Select SCC2D and find Scene Capture->Texture Target in the details
  9. Click the dropdown arrow and select Render Target
  10. Click save to create and assign new render target
  11. Add instance of MyActor to the level

Result:
Editor crashes as soon as MyActor instance is added to the level

Expected:
Editor continues to run after blueprint is added to the level

Callstack
MachineId:7156C35640F86204E61B8383F45DEE17
EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c

Assertion failed: 0 [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp] [Line: 868] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_Renderer!FProjectedShadowInfo::RenderProjection() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\shadowrendering.cpp:868]
UE4Editor_Renderer!FSceneRenderer::RenderShadowProjections() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\shadowrendering.cpp:1327]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderForwardShadingShadowProjections() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\lightgridinjection.cpp:617]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:808]
UE4Editor_Renderer!UpdateSceneCaptureContentDeferred_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:223]
UE4Editor_Renderer!UpdateSceneCaptureContent_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:264]
UE4Editor_Renderer!`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand::DoTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:526]
UE4Editor_Renderer!TGraphTask<`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand>::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:320]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:454]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

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Fixed
ComponentUE - Graphics Features
Affects Versions4.14
Target Fix4.14.14.15
Fix Commit3215868
CreatedNov 26, 2016
ResolvedNov 30, 2016
UpdatedApr 27, 2018
View Jira Issue