This is a common crash in the 4.18 release. It is the exact same callstack (and crashGroup) as in [Link Removed], although that Jira had specific repro steps and was confirmed fixed in 4.18.0.
There are two different error messages associated with this crash:
Access violation - code c0000005 (first/second chance not available)
Assertion failed: Stream.VertexBuffer->IsInitialized() [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\ShaderCore\Private\VertexFactory.cpp] [Line: 190] Vertex buffer was not initialized! Stream 3, Stride 64, Name Static-mesh instances
User Descriptions
Source Context
175 void FVertexFactory::Set(FRHICommandList& RHICmdList) const 176 { 177 check(IsInitialized()); 178 for(int32 StreamIndex = 0;StreamIndex < Streams.Num();StreamIndex++) 179 { 180 const FVertexStream& Stream = Streams[StreamIndex]; 181 if (!Stream.bSetByVertexFactoryInSetMesh) 182 { 183 if (!Stream.VertexBuffer) 184 { 185 RHICmdList.SetStreamSource(StreamIndex, nullptr, 0); 186 } 187 else 188 { 189 ***** checkf(Stream.VertexBuffer->IsInitialized(), TEXT("Vertex buffer was not initialized! Stream %u, Stride %u, Name %s"), StreamIndex, Stream.Stride, *Stream.VertexBuffer->GetFriendlyName()); 190 RHICmdList.SetStreamSource(StreamIndex, Stream.VertexBuffer->VertexBufferRHI, Stream.Offset); 191 } 192 } 193 } 194 }
repro steps currently unknown
UE4Editor_ShaderCore!FVertexFactory::Set() [vertexfactory.cpp:190] UE4Editor_Renderer!FMeshDrawingPolicy::SetSharedState() [drawingpolicy.cpp:198] UE4Editor_Renderer!FDepthDrawingPolicy::SetSharedState() [depthrendering.cpp:422] UE4Editor_Renderer!FDepthDrawingPolicyFactory::DrawMesh() [depthrendering.cpp:744] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePassViewDynamic() [depthrendering.cpp:849] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePassView() [depthrendering.cpp:986] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePass() [depthrendering.cpp:1300] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:772] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:2081] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:560] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52520 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.16, 4.17, 4.18 |
Target Fix | 4.21 |
Created | Nov 17, 2017 |
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Resolved | Oct 1, 2018 |
Updated | Oct 15, 2018 |