Description

HUD can cause a crash when used with Mobile.

"When running from visual studio exception happens here: https://github.com/EpicGames/UnrealEngine/blob/4.22/Engine/Source/Runtime/Renderer/Private/MobileBasePass.cpp#L434 " 

 

"This also affect drawing 2d elements to render targets. In our case we use render target for water simulation. It would cost more performance to use blending to work around this problem."

 

 

Confirmed in 4.23 Main @ cl 5379533

Steps to Reproduce
  1. Create a new Game Mode and HUD class
  2. Assign HUD to GM and use this game mode
  3. In HUD, on Event Receive Draw HUD fire a "Draw Material" node
  4. Play in Mobile Preview

or

Open Content Examples map Blueprint_HUD in 4.22 and play in MobilePreview

Result: Preview window crashes.

Callstack

Unhandled exception

UE4Editor_Renderer!FMobileBasePassMeshProcessor::Process() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\mobilebasepass.cpp:621]
UE4Editor_Renderer!FMobileBasePassMeshProcessor::AddMeshBatch() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\mobilebasepass.cpp:598]
UE4Editor_Renderer!FRendererModule::DrawTileMesh() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\renderer.cpp:308]
UE4Editor_Engine!<lambda_42113c533485f4b77cb51d3c4bae786a>::operator()() [d:\build\++ue4\sync\engine\source\runtime\engine\private\tilerendering.cpp:488]
UE4Editor_RenderCore!<lambda_18cf823f9228225c9584b29cb5c08c89>::operator()() [d:\build\++ue4\sync\engine\source\runtime\rendercore\public\renderingthread.h:691]
UE4Editor_RenderCore!TGraphTask<TEnqueueUniqueRenderCommandType<`FRenderThreadScope::~FRenderThreadScope'::`2'::DispatchScopeCommandsName,<lambda_18cf823f9228225c9584b29cb5c08c89> > >::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:582]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:464]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]

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Fixed
ComponentRendering
Affects Versions4.224.23
Target Fix4.22
Fix Commit5412738
Main Commit5412742
Release Commit5412738
CreatedMar 14, 2019
ResolvedMar 15, 2019
UpdatedMar 15, 2019