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
or
Open Content Examples map Blueprint_HUD in 4.22 and play in MobilePreview
Result: Preview window crashes.
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]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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
An error occurred while trying to generate project files !?
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-71568 in the post.
1 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.22, 4.23 |
Target Fix | 4.22 |
Created | Mar 14, 2019 |
---|---|
Resolved | Mar 19, 2019 |
Updated | Jan 13, 2021 |