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UE4Editor-ShaderCore!FVertexFactoryParameterRef::SetMesh(FRHICommandList &,FShader *,FVertexFactory const *,FSceneView const &,FMeshBatchElement const &,unsigned int) [VertexFactory.h:530] UE4Editor-Renderer!FMeshMaterialShader::SetMesh<FRHIVertexShader *>(FRHICommandList &,FRHIVertexShader * const,FVertexFactory const *,FSceneView const &,FPrimitiveSceneProxy const *,FMeshBatchElement const &,FDrawingPolicyRenderState const &,unsigned int) [ShaderBaseClasses.cpp:421] UE4Editor-Renderer!TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicyShaderParametersType>::SetMesh(FRHICommandList &,FVertexFactory const *,FSceneView const &,FPrimitiveSceneProxy const *,FMeshBatch const &,FMeshBatchElement const &,FDrawingPolicyRenderState const &) [BasePassRendering.inl:31] UE4Editor-Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetMeshRenderState(FRHICommandList &,FViewInfo const &,FPrimitiveSceneProxy const *,FMeshBatch const &,int,FDrawingPolicyRenderState &,TBasePassDrawingPolicy<FUniformLightMapPolicy>::ElementDataType const &,FMeshDrawingPolicy::ContextDataType) [BasePassRendering.h:921] UE4Editor-Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawElement(FRHICommandList &,FViewInfo const &,FMeshDrawingPolicy::ContextDataType,FDrawingPolicyRenderState &,TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::FElement const &,unsigned __int64,TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::FDrawingPolicyLink *,bool &) [StaticMeshDrawList.inl:248] UE4Editor-Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisibleInner(FRHICommandList &,FViewInfo const &,FMeshDrawingPolicy::ContextDataType,FDrawingPolicyRenderState &,TBitArray<SceneRenderingBitArrayAllocator> const &,TArray<unsigned __int64,TMemStackAllocator<0> > const &,int,int,bool) [StaticMeshDrawList.inl:391] UE4Editor-Renderer!FDrawVisibleAnyThreadTask<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DoTask(ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &) [StaticMeshDrawList.inl:505] UE4Editor-Renderer!TGraphTask<FDrawVisibleAnyThreadTask<TBasePassDrawingPolicy<FUniformLightMapPolicy> > >::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> &,ENamedThreads::Type) [TaskGraphInterfaces.h:830] UE4Editor-Core!FTaskThreadAnyThread::ProcessTasks() [TaskGraph.cpp:1022] UE4Editor-Core!FTaskThreadAnyThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:847] UE4Editor-Core!FTaskThreadAnyThread::Run() [TaskGraph.cpp:923] UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:76] UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:33] kernel32!76e70000 + 159cd ntdll!76f90000 + 5385d
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1 |
Component | UE - Graphics Features |
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Affects Versions | 4.21 |
Created | Feb 8, 2019 |
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Resolved | May 19, 2020 |
Updated | Jul 16, 2020 |