Using volume material used in a material billboard Causes Crash When used with volumetric fog.
Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4541578, 4.22 CL# 4618663
Results:
Crash
Expected:
The billboard should be visible as a volumetric local fog
Assertion failed: BatchElement.PrimitiveUniformBufferResource [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp] [Line: 517] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_Renderer!FMeshMaterialShader::SetMesh<FRHIVertexShader * __ptr64>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:518] UE4Editor_Renderer!FVoxelizeVolumeVS::SetMesh() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfogvoxelization.cpp:178] UE4Editor_Renderer!FVoxelizeVolumeDrawingPolicy::SetMeshRenderState() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfogvoxelization.cpp:588] UE4Editor_Renderer!VoxelizeVolumePrimitive() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfogvoxelization.cpp:675] UE4Editor_Renderer!FDeferredShadingSceneRenderer::VoxelizeFogVolumePrimitives() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfogvoxelization.cpp:733] UE4Editor_Renderer!FDeferredShadingSceneRenderer::ComputeVolumetricFog() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfog.cpp:1145] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:907] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2749] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:331] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:465] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Installer 4.10 failed with error code R-1603
An error occurred while trying to generate project files !?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-67107 in the post.
4 |
Component | UE - Graphics Features |
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Affects Versions | 4.19, 4.20, 4.21, 4.22 |
Created | Dec 3, 2018 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |