Issue reported by user that they are experiencing consistent crashes in UE4Editor have building lighting.
Open a level and build lighting. No known steps.
Assertion failed: LCI->GetResourceCluster()->UniformBuffer [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp] [Line: 51] ntdll!97d20000 + 9c0f4 KERNELBASE!94ca0000 + 38b03 UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1484] UE4Editor-Core!static `FRunnableThreadWin::GuardedRun'::`1'::filt$0() [WindowsRunnableThread.cpp:38] VCRUNTIME140!7fc90000 + c1c0 ntdll!97d20000 + a11cf ntdll!97d20000 + 6a209 ntdll!97d20000 + 69fc3 KERNELBASE!94ca0000 + 3a799 UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1537] UE4Editor-Core!?Serialize@FWindowsErrorOutputDevice@@UEAAXPEB_WW4Type@ELogVerbosity@@AEBVFName@@@Z [WindowsErrorOutputDevice.cpp:78] UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61] UE4Editor-Core!static void AssertFailedImplV(const char *, const char *, int, const wchar_t *, char *) [AssertionMacros.cpp:100] UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:450] UE4Editor-Renderer!FUniformLightMapPolicy::GetVertexShaderBindings(FPrimitiveSceneProxy const *,FLightCacheInterface const * const &,FUniformLightMapPolicyShaderParametersType const *,FMeshDrawSingleShaderBindings &) [LightMapRendering.cpp:124] UE4Editor-Renderer!FMeshPassProcessor::BuildMeshDrawCommands<TMeshProcessorShaders<TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicy>,FMeshMaterialShader,FMeshMaterialShader,FMeshMaterialShader>,TBasePassShaderElementData<FUniformLightMapPolicy> >(FMeshBatch const &,unsigned __int64,FPrimitiveSceneProxy const *,FMaterialRenderProxy const &,FMaterial const &,FMeshPassProcessorRenderState const &,TMeshProcessorShaders<TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicy>,FMeshMaterialShader,FMeshMaterialShader,FMeshMaterialShader>,ERasterizerFillMode::FMaterial,ERasterizerCullMode::FMaterial,FMeshDrawCommandSortKey,EMeshPassFeatures::FMaterial,TBasePassShaderElementData<FUniformLightMapPolicy> const &) [MeshPassProcessor.inl:66] UE4Editor-Renderer!FBasePassMeshProcessor::Process<FUniformLightMapPolicy>(FMeshBatch const &,unsigned __int64,int,FPrimitiveSceneProxy const *,FMaterialRenderProxy const &,FMaterial const &,EBlendMode::FMaterial,FMaterialShadingModelField,FUniformLightMapPolicy const &,FLightCacheInterface const * const &,ERasterizerFillMode::FMaterial,ERasterizerCullMode::FMaterial) [BasePassRendering.cpp:1088] UE4Editor-Renderer!FBasePassMeshProcessor::AddMeshBatch(FMeshBatch const &,unsigned __int64,FPrimitiveSceneProxy const *,int) [BasePassRendering.cpp:1616] UE4Editor-Renderer!?GenerateDynamicMeshDrawCommands@@YAXAEBVFViewInfo@@W4EShadingPath@@W4Type@EMeshPass@@PEAVFMeshPassProcessor@@AEBV?$TArray@UFMeshBatchAndRelevance@@V?$TMemStackAllocator@$0A@@@@@PEBV?$TArray@VFMeshPassMask@@V?$TMemStackAllocator@$0A@@@@@HAEBV?$TArray@PEBVFStaticMeshBatch@@V?$TMemStackAllocator@$0A@@@@@HAEAV?$TArray@VFVisibleMeshDrawCommand@@V?$TMemStackAllocator@$0A@@@@@AEAVFDynamicMeshDrawCommandStorage@@AEAV?$TRobinHoodHashSet@VFGraphicsMinimalPipelineStateInitializer@@U?$DefaultKeyFuncs@VFGraphicsMinimalPipelineStateInitializer@@$0A@@@V?$TSizedDefaultAllocator@$0CA@@@@Experimental@@AEA_N@Z [MeshDrawCommands.cpp:542] UE4Editor-Renderer!FMeshDrawCommandPassSetupTask::AnyThreadTask() [MeshDrawCommands.cpp:826] UE4Editor-Renderer!?ExecuteTask@?$TGraphTask@VFMeshDrawCommandPassSetupTask@@@@EEAAXAEAV?$TArray@PEAVFBaseGraphTask@@V?$TSizedDefaultAllocator@$0CA@@@@@W4Type@ENamedThreads@@@Z [TaskGraphInterfaces.h:849] UE4Editor-Core!FTaskThreadAnyThread::ProcessTasks() [TaskGraph.cpp:1039] UE4Editor-Core!FTaskThreadAnyThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:863] UE4Editor-Core!FTaskThreadAnyThread::Run() [TaskGraph.cpp:940]
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
How do I set a material as a post-processing material?
What controls of umg have mouse wheel events in UE4.27?
How to assign a value to a member of UMG's UMaterialInterface pointer type in C++?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-95719 in the post.
2 |
Component | UE - Graphics Features - Lumen |
---|---|
Affects Versions | 4.25.1 |
Target Fix | 4.26 |
Fix Commit | 14482032 |
---|
Created | Jul 22, 2020 |
---|---|
Resolved | Oct 14, 2020 |
Updated | Sep 19, 2021 |