Description

A licensee encountered a crash during InjectTranslucentLightArray: according to them they fixed the issue in ShadowProjectionCommon.usf:

/** Cube map texture. */
TextureCube<float> ShadowDepthCubeTexture

Licensee also reported getting the crash because GBlackTextureCube was created with an incompatible format in regards to SampleCmpLevelZero. He had to replace GBlackTextureCube within FOnePassPointShadowProjectionShaderParameters (ShadowRendering.h) with a TextureCube of format PF_G16 (he just added another global TextureCube to the RenderUtils.h & .cpp)

Steps to Reproduce
  1. Open any project with d3ddebug enabled
  2. Load into a map (depending on the content you will get a crash see description for more details)

RESULT
Crash while attempting to load

EXPECTED
Map loads and the editor remains stable

Callstack
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHIDrawPrimitive(unsigned int PrimitiveType, unsigned int BaseVertexIndex, unsigned int NumPrimitives, unsigned int NumInstances) Line 1481    C++
  UE4Editor-Renderer.dll!RasterizeToVolumeTexture(FRHICommandList & RHICmdList, FVolumeBounds VolumeBounds) Line 1094    C++
  UE4Editor-Renderer.dll!InjectTranslucentLightArray(FRHICommandListImmediate & RHICmdList, const FViewInfo & View, const TArray<FTranslucentLightInjectionData,SceneRenderingAllocator> & LightInjectionData) Line 1756    C++
  UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InjectTranslucentVolumeLighting(FRHICommandListImmediate & RHICmdList, const FLightSceneInfo & LightSceneInfo, const FProjectedShadowInfo * InProjectedShadowInfo) Line 1779    C++
  UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderShadowProjections(FRHICommandListImmediate & RHICmdList, const FLightSceneInfo * LightSceneInfo, bool & bInjectedTranslucentVolume) Line 1336    C++
  UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderLights(FRHICommandListImmediate & RHICmdList) Line 711    C++
  UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 1094    C++
  UE4Editor-Renderer.dll!UpdateSceneCaptureContent_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer, FRenderTarget * RenderTarget, FTexture * RenderTargetTexture, const FName OwnerName, const FResolveParams & ResolveParams) Line 304    C++
  UE4Editor-Renderer.dll!`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 553    C++
  UE4Editor-Renderer.dll!TGraphTask<`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 868    C++
  UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 932    C++
  UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 679    C++
  UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 319    C++
  UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 457    C++
  UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 74    C++
  UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 23    C++

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Duplicate
ComponentUE - Graphics Features
Affects Versions4.13.2
CreatedMar 6, 2017
ResolvedMar 6, 2017
UpdatedJul 14, 2021