Synced to main- 3513972. Project has "forward shading enabled= true" in project settings.
Double clicking on any skel mesh in the content browser crashes:
LoginId:454f7dc345eaf80369657591b8d5680e EpicAccountId:baadabd125c147c780f7ed11356202a2 Assertion failed: View.ForwardLightingResources->ForwardGlobalLightData.IsValid() || !ForwardGlobalLightData.IsBound() [File:e:\dev_main\engine\source\runtime\renderer\private\BasePassRendering.h] [Line: 81] UE4Editor_Core!FDebug::AssertFailed() [e:\dev_main\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_Renderer!FForwardLightingParameters::Set<FRHICommandList,FRHIPixelShader * __ptr64>() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.h:82] UE4Editor_Renderer!TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicyShaderParametersType>::SetParameters() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.h:776] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.h:1149] UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.cpp:610] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.h:1560] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.cpp:665] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.cpp:1060] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.cpp:1259] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [e:\dev_main\engine\source\runtime\renderer\private\basepassrendering.cpp:882] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [e:\dev_main\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:914]
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
Hey, why do i get this when i snap two similar meshes together?
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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-46659 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.17, 4.18 |
Target Fix | 4.18 |
Created | Jun 29, 2017 |
---|---|
Resolved | Jul 27, 2017 |
Updated | Apr 27, 2018 |