I believe I had the "force all skinned meshes to recompute tangents (also forces Compute SkinCache)" turned on for a verification at one point, and left it on. I have experienced some ensures and other graphical oddities that I narrowed down to this feature.
Repro:
Result:
Ensure in the output log. Condition failed for an ensure in GPUSkinCache.cpp.
Ensure condition failed: !GSkinCacheSafety || RequiredVertexCount < MaxVertexCount [File:D:\Builds\Main\Engine\Source\Runtime\Engine\Private\GPUSkinCache.cpp] [Line: 1062]
LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: LogOutputDevice:Error: Ensure condition failed: !GSkinCacheSafety || RequiredVertexCount < MaxVertexCount [File:D:\Builds\Main\Engine\Source\Runtime\Engine\Private\GPUSkinCache.cpp] [Line: 1062] LogOutputDevice:Error: LogOutputDevice:Error: Stack: LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\builds\main\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\builds\main\engine\source\runtime\core\private\misc\assertionmacros.cpp:233] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\builds\main\engine\source\runtime\core\private\misc\assertionmacros.cpp:360] LogOutputDevice:Error: UE4Editor-Engine.dll!FGPUSkinCache::DispatchUpdateSkinTangents() [d:\builds\main\engine\source\runtime\engine\private\gpuskincache.cpp:1062] LogOutputDevice:Error: UE4Editor-Engine.dll!FGPUSkinCache::StartCacheMesh() [d:\builds\main\engine\source\runtime\engine\private\gpuskincache.cpp:632] LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() [d:\builds\main\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:497] LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() [d:\builds\main\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:352] LogOutputDevice:Error: UE4Editor-Engine.dll!<lambda_57a59c7915ab4e84de6f84d8da26271c>::operator()() [d:\builds\main\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:280] LogOutputDevice:Error: UE4Editor-Engine.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_57a59c7915ab4e84de6f84d8da26271c> > >::ExecuteTask() [d:\builds\main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\builds\main\engine\source\runtime\core\private\async\taskgraph.cpp:954] LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\builds\main\engine\source\runtime\core\private\async\taskgraph.cpp:701] LogOutputDevice:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\builds\main\engine\source\runtime\rendercore\private\renderingthread.cpp:327] LogOutputDevice:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\builds\main\engine\source\runtime\rendercore\private\renderingthread.cpp:461] LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\builds\main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76] LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\builds\main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33] LogOutputDevice:Error: KERNEL32.DLL!0x00000000B01D8364 LogOutputDevice:Error: ntdll.dll!0x00000000B07D70D1 LogOutputDevice:Error:
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43632 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.16 |
Created | Apr 4, 2017 |
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Resolved | Apr 7, 2017 |
Updated | Apr 27, 2018 |