Description

I confirmed in UE4.21.2.
I attached the project to reproducte the problem.

Steps to Reproduce

1.Open attached project.
2.Execute command "HighResShot 13560x7619" in the output log.
[Image Removed]

Callstack

LoginId:19fe92b243b2ce498c74c9a3a902d2ff
EpicAccountId:d57ef23b407846ceb22ee739c53e1874

Assertion failed: SizeX <= GetMax2DTextureDimension() [Link Removed] [Line: 514] Requested texture2d x size too large: 16386, 16384

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::CreateD3D11Texture2D<FD3D11BaseTexture2D>() [d:\build\++ue4\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11texture.cpp:514]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateTexture2D() [d:\build\++ue4\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11texture.cpp:1088]
UE4Editor_RHI!FDynamicRHI::RHICreateTexture2D_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:2305]
UE4Editor_Renderer!RHICreateTargetableShaderResource2D() [d:\build\++ue4\sync\engine\source\runtime\rhi\public\rhiutilities.h:557]
UE4Editor_Renderer!FRenderTargetPool::FindFreeElement() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\rendertargetpool.cpp:435]
UE4Editor_Renderer!FRCPassFFTBloom::InitDomainAndGetKernel() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\postprocessfftbloom.cpp:874]
UE4Editor_Renderer!FRCPassFFTBloom::ConvolveImageWithKernel() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\postprocessfftbloom.cpp:934]
UE4Editor_Renderer!FRCPassFFTBloom::Process() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\postprocessfftbloom.cpp:1022]
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:687]
UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:241]
UE4Editor_Renderer!FPostProcessing::Process() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\postprocessing.cpp:2244]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1455]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2953]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:575]
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:467]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

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By Design
ComponentRendering
Affects Versions4.21.2
Target Fix4.23
CreatedMar 25, 2019
ResolvedMar 28, 2019
UpdatedApr 1, 2019