Crash when using "ILCQ Volume" and "Distance Field Indirect Shadow" in VR
Result: The editor crashes
Expected: An error would be given or the cube would not cause a crash
Assertion failed: UpdateRegion.DestX + UpdateRegion.Width <= Texture->GetSizeX() [File:d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\public\RHICommandList.h] [Line: 3090] UpdateTexture3D out of bounds on X. Texture: IndirectLightingCache_0, 77, 1, 64 UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_Renderer!FIndirectLightingCache::UpdateBlock() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:859] UE4Editor_Renderer!FIndirectLightingCache::UpdateBlocks() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:730] UE4Editor_Renderer!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:563] UE4Editor_Renderer!FIndirectLightingCache::UpdateCache() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:450] UE4Editor_Renderer!FSceneRenderer::PostVisibilityFrameSetup() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2684] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2877] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:577] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1821] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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
How can i modify the param name in EQS node
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?
Head over to the existing Questions & Answers thread and let us know what's up.
8 |
Component | UE - Platform - XR |
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Affects Versions | 4.16.2 |
Target Fix | 4.18 |
Created | Jul 17, 2017 |
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Resolved | Oct 26, 2017 |
Updated | Sep 16, 2019 |