Top 10 ensure in 4.15.
There was a fix submitted for [Link Removed] which was verified as following those steps to reproduce no longer causes this.
random occurrence while changing between landscape more and other mode while having a landscape actor in a map with material applied to it
Error Message Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PrimitiveSceneProxy.cpp] [Line: 599] PrimitiveComponent tried to render with Material MaterialInstanceDynamic_58, which was not present in the component's GetUsedMaterials results Owner: Landscape_17, Resource: Landscape Call Stack UE4Editor_Engine!FPrimitiveSceneProxy::VerifyUsedMaterial() primitivesceneproxy.cpp:599 UE4Editor_Engine!FMeshElementCollector::AddMesh() scenemanagement.cpp:233 UE4Editor_Landscape!FLandscapeComponentSceneProxy::GetDynamicMeshElements() landscaperender.cpp:1863 UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() scenevisibility.cpp:1958 UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() scenevisibility.cpp:2617 UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() scenevisibility.cpp:2860 UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:589 UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1728 UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:883 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:954 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:701 UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:325 UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:459 UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
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?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42244 in the post.
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Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.15 |
Target Fix | 4.16 |
Fix Commit | 3353754 |
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Main Commit | 3499771 |
Created | Feb 22, 2017 |
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Resolved | May 25, 2017 |
Updated | Apr 27, 2018 |