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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
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-85641 in the post.
0 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 4.24, 4.24.2 |
Target Fix | 4.25 |
Fix Commit | 11389825 |
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Created | Dec 10, 2019 |
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Resolved | Feb 13, 2020 |
Updated | Feb 14, 2020 |