Description

Generated from CrashReporter

Steps to Reproduce

No known steps to reproduce

Callstack
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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Cannot Reproduce
ComponentUE - Rendering Architecture - RHI
Affects Versions4.22
Target Fix4.24
CreatedMay 24, 2019
ResolvedOct 31, 2019
UpdatedJun 11, 2020
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