REGRESSION No, I was able to reproduce the hard lock in 4.16.1.
A frequent ensure occurs when opening static or skeletal meshes on Mac.
Doesn't reproduce 100% of the time, but I've gotten it about 4 out of 5 times using the same meshes for repro.
It seems that with Macs using AMD graphics cards, this hard locks the Mac. NVIDIA machines eventually recover.
The locking up seems to have stopped after I went back to 4.16.1, triggered the ensure, and then triggered it again in 4.16.2. I managed to get the hard lock again after making a new copy of QAGame.
Seems related to [Link Removed].
RESULT
Ensure triggers. If on AMD, the Mac hard locks.
Ensure condition failed: 0 [File:/Users/build/Build/++UE4+Release-4.16+Compile/Sync/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp] [Line: 6475] Stack: FDebug::OptionallyLogFormattedEnsureMessageReturningFalse(bool, char const*, char const*, int, wchar_t const*, ...) Address = 0x834175d (filename not found) [in UE4Editor-Core.dylib] UEngine::PerformError(wchar_t const*, FOutputDevice&) Address = 0xae6aa88 (filename not found) [in UE4Editor-Engine.dylib] UEngine::Exec(UWorld*, wchar_t const*, FOutputDevice&) Address = 0xae456c3 (filename not found) [in UE4Editor-Engine.dylib] UEditorEngine::Exec(UWorld*, wchar_t const*, FOutputDevice&) Address = 0xf9ea1c3 (filename not found) [in UE4Editor-UnrealEd.dylib] UUnrealEdEngine::Exec(UWorld*, wchar_t const*, FOutputDevice&) Address = 0x1067002c (filename not found) [in UE4Editor-UnrealEd.dylib] SConsoleInputBox::OnTextCommitted(FText const&, ETextCommit::Type) Address = 0x504cc751 (filename not found) [in UE4Editor-OutputLog.dylib] TBaseSPMethodDelegateInstance<false, SConsoleInputBox, (ESPMode)0, TTypeWrapper<void> (FText const&, ETextCommit::Type)>::Execute(FText const&, ETextCommit::Type) const Address = 0x504fb260 (filename not found) [in UE4Editor-OutputLog.dylib] TBaseSPMethodDelegateInstance<false, SConsoleInputBox, (ESPMode)0, void (FText const&, ETextCommit::Type)>::ExecuteIfSafe(FText const&, ETextCommit::Type) const Address = 0x504fb30b (filename not found) [in UE4Editor-OutputLog.dylib] FSlateEditableTextLayout::HandleCarriageReturn() Address = 0xe68d016 (filename not found) [in UE4Editor-Slate.dylib] FSlateEditableTextLayout::HandleKeyDown(FKeyEvent const&) Address = 0xe68af72 (filename not found) [in UE4Editor-Slate.dylib] SEditableText::OnKeyDown(FGeometry const&, FKeyEvent const&) Address = 0xe53cc51 (filename not found) [in UE4Editor-Slate.dylib] SConsoleEditableTextBox::SConsoleEditableText::OnKeyDown(FGeometry const&, FKeyEvent const&) Address = 0x504fd1ad (filename not found) [in UE4Editor-OutputLog.dylib] FSlateApplication::ProcessKeyDownEvent(FKeyEvent&) Address = 0xe2d68d2 (filename not found) [in UE4Editor-Slate.dylib] FSlateApplication::OnKeyDown(int, unsigned int, bool) Address = 0xe2d4f98 (filename not found) [in UE4Editor-Slate.dylib] FMacApplication::ProcessKeyDownEvent(FDeferredMacEvent const&, TSharedPtr<FMacWindow, (ESPMode)0>) Address = 0x82d97c4 (filename not found) [in UE4Editor-Core.dylib] FMacApplication::ProcessEvent(FDeferredMacEvent const&) Address = 0x82cf811 (filename not found) [in UE4Editor-Core.dylib] FMacApplication::ProcessDeferredEvents(float) Address = 0x82cd58f (filename not found) [in UE4Editor-Core.dylib] FSlateApplication::TickPlatform(float) Address = 0xe2ad9db (filename not found) [in UE4Editor-Slate.dylib] FSlateApplication::Tick(ESlateTickType) Address = 0xe2ace14 (filename not found) [in UE4Editor-Slate.dylib] FEngineLoop::Tick() Address = 0x76b780c (filename not found) [in UE4Editor] GuardedMain(wchar_t const*) Address = 0x76bde12 (filename not found) [in UE4Editor] -[UE4AppDelegate runGameThread:] Address = 0x76cc01a (filename not found) [in UE4Editor] -[FCocoaGameThread main] Address = 0x82c4a26 (filename not found) [in UE4Editor-Core.dylib] __NSThread__start__() Address = 0xd07fdb3d (filename not found) [in Foundation] _pthread_body() Address = 0x1201b93b (filename not found) [in libsystem_pthread.dylib] _pthread_body() Address = 0x1201b887 (filename not found) [in libsystem_pthread.dylib] thread_start() Address = 0x1201b08d (filename not found) [in libsystem_pthread.dylib]
May also show up as:
Ensure condition failed: 0 [File:/Users/build/Build/++UE4+Release-4.16+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DistanceFieldObjectCulling.cpp] [Line: 668] Stack: FDebug::OptionallyLogFormattedEnsureMessageReturningFalse(bool, char const*, char const*, int, wchar_t const*, ...) Address = 0x1023675d (filename not found) [in UE4Editor-Core.dylib] BuildTileObjectLists(FRHICommandListImmediate&, FScene*, TArray<FViewInfo, FDefaultAllocator>&, FSceneRenderTargetItem&, FDistanceFieldAOParameters const&) Address = 0x21d0be12 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::RenderDistanceFieldLighting(FRHICommandListImmediate&, FDistanceFieldAOParameters const&, TRefCountPtr<IPooledRenderTarget> const&, TRefCountPtr<IPooledRenderTarget>&, TRefCountPtr<IPooledRenderTarget>&, bool, bool, bool) Address = 0x21cfce88 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::RenderDynamicSkyLighting(FRHICommandListImmediate&, TRefCountPtr<IPooledRenderTarget> const&, TRefCountPtr<IPooledRenderTarget>&) Address = 0x21cfbebd (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x21cef754 (filename not found) [in UE4Editor-Renderer.dylib] FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) Address = 0x223520f0 (filename not found) [in UE4Editor-Renderer.dylib] TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x223b3673 (filename not found) [in UE4Editor-Renderer.dylib] FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x1002418f (filename not found) [in UE4Editor-Core.dylib] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10020095 (filename not found) [in UE4Editor-Core.dylib] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x1001c8d1 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x11715d72 (filename not found) [in UE4Editor-RenderCore.dylib] FRenderingThread::Run() Address = 0x1172a8e7 (filename not found) [in UE4Editor-RenderCore.dylib] FRunnableThreadPThread::Run() Address = 0x10083480 (filename not found) [in UE4Editor-Core.dylib] FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1003f5f0 (filename not found) [in UE4Editor-Core.dylib] _pthread_body() Address = 0x1a2f193b (filename not found) [in libsystem_pthread.dylib] _pthread_body() Address = 0x1a2f1887 (filename not found) [in libsystem_pthread.dylib] thread_start() Address = 0x1a2f108d (filename not found) [in libsystem_pthread.dylib]
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
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?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45725 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.16.1, 4.16.2 |
Target Fix | 4.16.2 |
Created | Jun 6, 2017 |
---|---|
Resolved | Jun 21, 2017 |
Updated | Apr 27, 2018 |