Description

While reviewing UEQATC-1385 test case, I hit the following crash opening the TM-MeshPaint level. On first attempt shaders were compiling, on attemps after, editor crashes much faster.

Steps to Reproduce
  1. Open QAGame in UE4Editor.exe
  2. Select File > Open Level > TM-MeshPaint

Result: Crash occurs as level is opening

Callstack
LoginId:664a3b6e473badab41ae90b4a8b67613
EpicAccountId:07730bcdd79045f3931f8c6be898df40

Assertion failed: SceneColor[(int32)CurrentSceneColorFormatType] [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess/SceneRenderTargets.h] [Line: 725] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Renderer!FSceneRenderTargets::GetSceneColorForCurrentShadingPath<1>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.h:727]
UE4Editor_Renderer!FSceneRenderTargets::GetSceneColorSurface() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2086]
UE4Editor_Renderer!FSceneTextureShaderParameters::Set<FRHIHullShader * __ptr64,FRHICommandList>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2411]
UE4Editor_Renderer!FDeferredPixelShaderParameters::Set<FRHIHullShader * __ptr64,FRHICommandList>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2583]
UE4Editor_Renderer!FMaterialShader::SetParameters<FRHIHullShader * __ptr64>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:324]
UE4Editor_Renderer!FBaseHS::SetParameters() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.h:67]
UE4Editor_Renderer!FDepthDrawingPolicy::SetSharedState() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:409]
UE4Editor_Renderer!TStaticMeshDrawList<FDepthDrawingPolicy>::DrawElement<2>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:132]
UE4Editor_Renderer!TStaticMeshDrawList<FDepthDrawingPolicy>::DrawVisibleInner<2>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:348]
UE4Editor_Renderer!TStaticMeshDrawList<FDepthDrawingPolicy>::DrawVisible() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:400]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePassView() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:943]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePass() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:1240]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:767]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

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Fixed
ComponentRendering
Affects Versions4.15
Target Fix4.15
Fix Commit3265674
Main Commit3389599
Release Commit3265674
CreatedJan 20, 2017
ResolvedJan 20, 2017
UpdatedApr 27, 2018