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Assertion failed: (StartIndex + IndexCount) * IndexBuffer->GetStride() <= IndexBuffer->GetSize() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 1671] UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:79] UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:71] UE4Editor-Core!FDebug::AssertFailed(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:440] UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:418] UE4Editor-D3D11RHI!DispatchCheckVerify<void,<lambda_49751664d76ce7ba2a29acea6af61d28> > [AssertionMacros.h:162] UE4Editor-D3D11RHI!FD3D11DynamicRHI::RHIDrawIndexedPrimitive(FRHIIndexBuffer *,int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int) [D3D11Commands.cpp:1670] UE4Editor-RHI!FRHICommandDrawIndexedPrimitive::Execute(FRHICommandListBase &) [RHICommandListCommandExecutes.inl:224] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:325] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner(FRHICommandListBase &) [RHICommandList.cpp:592] UE4Editor-RHI!FRHICommandListExecutor::ExecuteList(FRHICommandListBase &) [RHICommandList.cpp:615] UE4Editor-RHI!FRHICommandListBase::~FRHICommandListBase() [RHICommandList.cpp:846] UE4Editor-RHI!FRHICommandWaitForAndSubmitSubList::Execute(FRHICommandListBase &) [RHICommandList.cpp:1041] UE4Editor-RHI!FRHICommand<FRHICommandWaitForAndSubmitSubList>::ExecuteAndDestruct(FRHICommandListBase &,FRHICommandListDebugContext &) [RHICommandList.h:680] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:325] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner(FRHICommandListBase &) [RHICommandList.cpp:592] UE4Editor-RHI!FRHICommandListExecutor::ExecuteList(FRHICommandListImmediate &) [RHICommandList.cpp:642] UE4Editor-RHI!FDynamicRHI::LockVertexBuffer_RenderThread(FRHICommandListImmediate &,FRHIVertexBuffer *,unsigned int,unsigned int,EResourceLockMode) [RHICommandList.cpp:1979] UE4Editor-Renderer!FDeferredShadingSceneRenderer::ComputeLightGrid(FRHICommandListImmediate &,bool) [LightGridInjection.cpp:649] UE4Editor-Renderer!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate &) [DeferredShadingRenderer.cpp:1133] UE4Editor-Renderer!RenderViewFamily_RenderThread [SceneRendering.cpp:3153] UE4Editor-Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`27'::FDrawSceneCommandName,<lambda_ef703a768ebf46074e6be04f91ae8efa> > >::ExecuteTask [TaskGraphInterfaces.h:842] UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:686] UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:582] UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:333] UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:464] UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96] UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53] KERNEL32!f4d60000 + 17974 ntdll!f54c0000 + 6a271
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-75138 in the post.
0 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 4.22 |
Target Fix | 4.24 |
Created | May 24, 2019 |
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Resolved | Oct 31, 2019 |
Updated | Jun 11, 2020 |