This ensure has occurred with some frequency in the 4.14 and 4.15 releases, and has been reported in the linked UDN post.
Though this Jira links to one specific CrashGroup in CrashReporter, there are actually many more one-offs with slightly different callstacks.
Repro steps unknown
Ensure condition failed: !GSkinCacheSafety || CacheInfo.BaseVertexIndex == BaseVertexIndex [File:C:\Depot\r4\game\Engine\Source\Runtime\Engine\Private\GPUSkinCache.cpp] [Line: 673] SkinCache internal error (Debug: 00000000A1F75980 162 162 5815 0 cloth:0) UE4Editor_Engine!FGPUSkinCache::InternalSetVertexStreamFromCache() [gpuskincache.cpp:669] UE4Editor_Engine!FGPUSkinVertexPassthroughFactoryShaderParameters::SetMesh() [gpuskinvertexfactory.cpp:642] UE4Editor_Renderer!FMeshMaterialShader::SetMesh<FRHIVertexShader * __ptr64>() [shaderbaseclasses.cpp:455] UE4Editor_Renderer!FDepthDrawingPolicy::SetMeshRenderState() [depthrendering.cpp:460] UE4Editor_Renderer!FDepthDrawingPolicyFactory::DrawMesh() [depthrendering.cpp:805] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePassViewDynamic() [depthrendering.cpp:916] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePassView() [depthrendering.cpp:1041] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePass() [depthrendering.cpp:1330] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:774] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1731] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:956] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:703] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:328] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:470] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How does UMG set overlapping layouts?
Installer 4.10 failed with error code R-1603
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43916 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.14, 4.15 |
Target Fix | 4.16 |
Created | Apr 12, 2017 |
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Resolved | Apr 13, 2017 |
Updated | Apr 27, 2018 |