Description

Generated from CrashReporter

Steps to Reproduce

No known steps to reproduce

Callstack
Assertion failed: Resource [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UniformBuffer.cpp] [Line: 265] Invalid resource entry creating uniform buffer, FLocalVertexFactoryUniformShaderParameters.Resources[0], ResourceType 0x6.

VCRUNTIME140!cc440000  + b8d0
ntdll!e4550000  + a010f
ntdll!e4550000  + 4b4e4
ntdll!e4550000  + 4b235
KERNELBASE!e1f50000  + 23e39
UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1341]
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!AssertFailedImplV  [AssertionMacros.cpp:105]
UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:455]
UE4Editor-D3D11RHI!DispatchCheckVerify<void,<lambda_b465dfd7fffd52cddfe1e408ec4dd82c> >  [AssertionMacros.h:167]
UE4Editor-D3D11RHI!FD3D11DynamicRHI::RHICreateUniformBuffer(void const *,FRHIUniformBufferLayout const &,EUniformBufferUsage,EUniformBufferValidation) [D3D11UniformBuffer.cpp:265]
UE4Editor-Engine!CreateLocalVFUniformBuffer(FLocalVertexFactory const *,unsigned int,FColorVertexBuffer *,int) [LocalVertexFactory.cpp:92]
UE4Editor-Engine!FGPUSkinPassthroughVertexFactory::SetData(FLocalVertexFactory::FDataType const &) [SkeletalRenderGPUSkin.cpp:1330]
UE4Editor-Engine!TGPUSkinVertexFactory<0>::CopyDataTypeForPassthroughFactory(FGPUSkinPassthroughVertexFactory *) [GPUSkinVertexFactory.cpp:372]
UE4Editor-Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`CreatePassthroughVertexFactory<TGPUSkinVertexFactory<0> >'::`2'::InitPassthroughGPUSkinVertexFactoryName,<lambda_6ace177de4d39f0f176b25996cd7d151> > >::ExecuteTask  [TaskGraphInterfaces.h:847]
UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:686]
UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:583]
UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:340]
UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:471]
UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96]
UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53]
KERNEL32!e3740000  + 16fd4
ntdll!e4550000  + 4cf31

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Fixed
ComponentUE - Rendering Architecture - RHI
Affects Versions4.24
Target Fix4.25
CreatedDec 2, 2019
ResolvedMar 27, 2020
UpdatedJun 22, 2020