Crash always occurs when executing Visualize Texture Command with Texture id.
Looks like GVisualizeTexture.Mode doesn't affect correctly.
Workaround:
VisualizeTexturePresent.cpp
FVisualizeTexturePresent::PresentContent if (Element) { FRDGBuilder GraphBuilder(RHICmdList); // TRefCountPtr<IPooledRenderTarget> ElementRefCount; TRefCountPtr<IPooledRenderTarget> ElementRefCount(Element); GVisualizeTexture.CreateContentCapturePass(GraphBuilder, GraphBuilder.RegisterExternalTexture(ElementRefCount)); GraphBuilder.Execute(); }
Result:
Crash in editor
Expect:
Not crash
> [Inline Frame] UE4Editor-RenderCore.dll!FRDGBuilder::RegisterExternalTexture::__l3::<lambda_c53fd7142fb314e800b2597be1aa8ece>::operator()() Line 210 C++ UE4Editor-RenderCore.dll!FRDGBuilder::RegisterExternalTexture(const TRefCountPtr<IPooledRenderTarget> & ExternalPooledTexture, const wchar_t * DebugName) Line 210 C++ UE4Editor-Renderer.dll!FVisualizeTexturePresent::PresentContent(FRHICommandListImmediate & RHICmdList, const FViewInfo & View) Line 387 C++ UE4Editor-Renderer.dll!FSceneRenderer::RenderFinish(FRHICommandListImmediate & RHICmdList) Line 2654 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 2024 C++ UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 3150 C++ [Inline Frame] UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l27::<lambda_ef703a768ebf46074e6be04f91ae8efa>::operator()(FRHICommandListImmediate &) Line 3371 C++ [Inline Frame] UE4Editor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`27'::FDrawSceneCommandName,<lambda_ef703a768ebf46074e6be04f91ae8efa> >::DoTask(ENamedThreads::Type) Line 190 C++ UE4Editor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`27'::FDrawSceneCommandName,<lambda_ef703a768ebf46074e6be04f91ae8efa> > >::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 842 C++ [Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,FDefaultAllocator> & CurrentThread, ENamedThreads::Type) Line 511 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 686 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 582 C++ UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 333 C++ UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 483 C++ UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 96 C++ UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 45 C++ [External Code]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-76819 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.22.0, 4.22.3 |
Target Fix | 4.23 |
Created | Jul 1, 2019 |
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Resolved | Jul 17, 2019 |
Updated | Jul 22, 2019 |