Description

Issue reported by user that they are experiencing consistent crashes in UE4Editor have building lighting.

Steps to Reproduce

Open a level and build lighting. No known steps.

Callstack
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]

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Fixed
ComponentRendering - Ray Tracing
Affects Versions4.25.1
Target Fix4.26
Fix Commit14482032
CreatedJul 22, 2020
ResolvedOct 14, 2020
UpdatedOct 16, 2020