Description

Generated from CrashReporter

Steps to Reproduce

Create new project on mac

Build lighting

Callstack
Caught signal

libc++.1!61f0a000  + 17bd56c
UE4Editor-MetalRHI!FMetalCommandBufferDebugHelpers::TrackResource(id<MTLCommandBuffer>, objc_object*) [MetalCommandBuffer.cpp:147]
UE4Editor-MetalRHI!FMetalCommandEncoder::SetShaderTexture(mtlpp::FunctionType, FMetalTexture const&, unsigned long, mtlpp::ResourceUsage) [MetalCommandEncoder.cpp:1707]
UE4Editor-MetalRHI!FMetalStateCache::CommitResourceTable(EMetalShaderStages, mtlpp::FunctionType, FMetalCommandEncoder&) [MetalStateCache.cpp:2704]
UE4Editor-MetalRHI!FMetalRenderPass::CommitDispatchResourceTables() [MetalRenderPass.cpp:2291]
UE4Editor-MetalRHI!FMetalRenderPass::PrepareToDispatch() [MetalRenderPass.cpp:2390]
UE4Editor-MetalRHI!FMetalRenderPass::Dispatch(unsigned int, unsigned int, unsigned int) [MetalRenderPass.cpp:1194]
UE4Editor-MetalRHI!FMetalRHICommandContext::RHIDispatchComputeShader(unsigned int, unsigned int, unsigned int) [MetalCommands.cpp:129]
UE4Editor-Renderer!FScatterUploadBuilder::UploadTo_Flush(FRHICommandList&, FRWBufferStructured&) [ByteBuffer.cpp:503]
UE4Editor-Renderer!UpdateGPUScene(FRHICommandListImmediate&, FScene&) [GPUScene.cpp:467]
UE4Editor-Renderer!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) [DeferredShadingRenderer.cpp:1143]
UE4Editor-Renderer!CaptureSceneToScratchCubemap(FRHICommandListImmediate&, FSceneRenderer*, ECubeFace, int, bool, bool, FLinearColor const&) [ReflectionEnvironmentCapture.cpp:772]
UE4Editor-Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<CaptureSceneIntoScratchCubemap(FScene*, FVector, int, bool, bool, float, bool, bool, FLinearColor const&) [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:490]
UE4Editor-Core!FRunnableThreadPThread::Run() [PThreadRunnableThread.cpp:25]
UE4Editor-Core!FRunnableThreadPThread::_ThreadProc(void*) [PThreadRunnableThread.h:178]
libc++.1!61f0a000  + 31e72eb
libc++.1!61f0a000  + 31ea249
libc++.1!61f0a000  + 31e640d

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Fixed
ComponentRendering - RHI
Affects Versions4.244.24.2
Target Fix4.25
Fix Commit11389825
CreatedDec 10, 2019
ResolvedFeb 13, 2020
UpdatedFeb 14, 2020