The editor crashes with an ensure in the output log when Vector Field flag is toggled on in the show options of the viewport.
LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PrimitiveSceneProxy.cpp] [Line: 598] LogOutputDevice:Error: PrimitiveComponent tried to render with Material LevelColorationUnlitMaterial, which was not present in the component's GetUsedMaterials results LogOutputDevice:Error: Owner: Vector_Test_2, Resource: Vector_Test LogOutputDevice:Error: Stack: LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360] LogOutputDevice:Error: UE4Editor-Engine.dll!FPrimitiveSceneProxy::VerifyUsedMaterial() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\primitivesceneproxy.cpp:598] LogOutputDevice:Error: UE4Editor-Engine.dll!FMeshElementCollector::AddMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\scenemanagement.cpp:233] LogOutputDevice:Error: UE4Editor-Engine.dll!GetVectorFieldMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\vectorfieldvisualization.cpp:261] LogOutputDevice:Error: UE4Editor-Engine.dll!FGPUSpriteDynamicEmitterData::GetDynamicMeshElementsEmitter() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlegpusimulation.cpp:2998] LogOutputDevice:Error: UE4Editor-Engine.dll!FParticleSystemSceneProxy::GetDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6897] LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1958] LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2617] LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2860] LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:589] LogOutputDevice:Error: UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728] LogOutputDevice:Error: UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954] LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701] LogOutputDevice:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325] LogOutputDevice:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459] LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76] LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33] LogOutputDevice:Error: KERNEL32.DLL!0x000000007A988364 LogOutputDevice:Error: ntdll.dll!0x000000007AEC70D1
This is a Regression from 4.14.3
Result: Ensure crash in Output Log
Expected Result: The editor remains stable
LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PrimitiveSceneProxy.cpp] [Line: 598] LogOutputDevice:Error: PrimitiveComponent tried to render with Material LevelColorationUnlitMaterial, which was not present in the component's GetUsedMaterials results LogOutputDevice:Error: Owner: Vector_Test_2, Resource: Vector_Test LogOutputDevice:Error: Stack: LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360] LogOutputDevice:Error: UE4Editor-Engine.dll!FPrimitiveSceneProxy::VerifyUsedMaterial() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\primitivesceneproxy.cpp:598] LogOutputDevice:Error: UE4Editor-Engine.dll!FMeshElementCollector::AddMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\scenemanagement.cpp:233] LogOutputDevice:Error: UE4Editor-Engine.dll!GetVectorFieldMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\vectorfieldvisualization.cpp:261] LogOutputDevice:Error: UE4Editor-Engine.dll!FGPUSpriteDynamicEmitterData::GetDynamicMeshElementsEmitter() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlegpusimulation.cpp:2998] LogOutputDevice:Error: UE4Editor-Engine.dll!FParticleSystemSceneProxy::GetDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6897] LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1958] LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2617] LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2860] LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:589] LogOutputDevice:Error: UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728] LogOutputDevice:Error: UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954] LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701] LogOutputDevice:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325] LogOutputDevice:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459] LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76] LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33] LogOutputDevice:Error: KERNEL32.DLL!0x000000007A988364 LogOutputDevice:Error: ntdll.dll!0x000000007AEC70D1
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40462 in the post.
17 |
Component | UE - Niagara |
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Affects Versions | 4.15, 4.25 |
Created | Jan 11, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Sep 19, 2021 |