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Assertion failed: bPrimitiveShaderDataComesFromSceneBuffer || Elements[ElementIndex].PrimitiveUniformBuffer || Elements[ElementIndex].PrimitiveUniformBufferResource != 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/SceneManagement.cpp] [Line: 1100] FMeshBatch was not properly setup. The primitive uniform buffer must be specified. VCRUNTIME140!b69b0000 + b8f0 ntdll!db6c0000 + a11ff ntdll!db6c0000 + 6a289 ntdll!db6c0000 + 6a043 KERNELBASE!d8750000 + 3a839 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-Engine!FMeshBatch::PreparePrimitiveUniformBuffer(FPrimitiveSceneProxy const *,ERHIFeatureLevel::Type) [SceneManagement.cpp:1099] UE4Editor-Engine!FMeshElementCollector::AddMesh(int,FMeshBatch &) [SceneManagement.cpp:267] UE4Editor-Paper2D!FPaperRenderSceneProxy::GetNewBatchMeshesPrebuilt(FSceneView const *,int,FMeshElementCollector &) [PaperRenderSceneProxy.cpp:428] UE4Editor-Paper2D!FPaperRenderSceneProxy::GetDynamicMeshElements(TArray<FSceneView const *,TSizedDefaultAllocator<32> > const &,FSceneViewFamily const &,unsigned int,FMeshElementCollector &) [PaperRenderSceneProxy.cpp:314] UE4Editor-Renderer!FSceneRenderer::GatherDynamicMeshElements(TArray<FViewInfo,TSizedDefaultAllocator<32> > &,FScene const *,FSceneViewFamily const &,FGlobalDynamicIndexBuffer &,FGlobalDynamicVertexBuffer &,FGlobalDynamicReadBuffer &,TArray<unsigned char,TMemStackAllocator<0> > const &,TArray<unsigned char,TMemStackAllocator<0> > const &,TArray<unsigned char,TMemStackAllocator<0> > const &,FMeshElementCollector &) [SceneVisibility.cpp:2887] UE4Editor-Renderer!FSceneRenderer::ComputeViewVisibility(FRHICommandListImmediate &,FExclusiveDepthStencil::Type,TArray<FViewCommands,TInlineAllocator<4,TSizedDefaultAllocator<32> > > &,FGlobalDynamicIndexBuffer &,FGlobalDynamicVertexBuffer &,FGlobalDynamicReadBuffer &) [SceneVisibility.cpp:3946] UE4Editor-Renderer!FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate &,FExclusiveDepthStencil::Type,FILCUpdatePrimTaskData &,TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,TSizedDefaultAllocator<32> > > &) [SceneVisibility.cpp:4234] UE4Editor-Renderer!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate &) [DeferredShadingRenderer.cpp:1085] UE4Editor-Renderer!RenderViewFamily_RenderThread [SceneRendering.cpp:3477] UE4Editor-Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_7df85a902bb55f107fd3c0b688678f3c> > >::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!da4e0000 + 17bd4 ntdll!db6c0000 + 6ced1
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0 |
Component | UE - Graphics Features |
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Affects Versions | 4.24 |
Target Fix | 4.24.2 |
Created | Dec 11, 2019 |
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Resolved | Jan 9, 2020 |
Updated | Jan 26, 2021 |