An ensure occurs when Constraints are toggled on in the show options.
Note
After the ensure, you can toggle Constraints off and on freely
This is a Regression from 4.14.3
Result: An Ensure occurs
*Expected: The constraints in the level appear; no ensure
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 MaterialInstanceDynamic_10, which was not present in the component's GetUsedMaterials results LogOutputDevice:Error: Owner: SK_Mop_4, Resource: SK_Mop 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!FDynamicMeshBuilder::GetMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\dynamicmeshbuilder.cpp:557] LogOutputDevice:Error: UE4Editor-Engine.dll!FDynamicMeshBuilder::GetMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\dynamicmeshbuilder.cpp:483] LogOutputDevice:Error: UE4Editor-Engine.dll!GetConeMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\primitivedrawingutils.cpp:669] LogOutputDevice:Error: UE4Editor-Engine.dll!FConstraintInstance::DrawConstraintImp() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\physicsengine\physdrawing.cpp:965] LogOutputDevice:Error: UE4Editor-Engine.dll!UPhysicsAsset::DrawConstraints() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\physicsengine\physdrawing.cpp:779] LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshSceneProxy::DebugDrawPhysicsAsset() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\skeletalmesh.cpp:5242] LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshSceneProxy::GetMeshElementsConditionallySelectable() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\skeletalmesh.cpp:4936] LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshSceneProxy::GetDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\skeletalmesh.cpp:4865] 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
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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
I am not able to find world outliner how to enable it?
An error occurred while trying to generate project files !?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40482 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.15 |
Target Fix | 4.15 |
Created | Jan 11, 2017 |
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Resolved | Jan 27, 2017 |
Updated | Apr 27, 2018 |
3152 - projectgheist |