I have a trouble..
Now i am testing nvidia waveworks.
When i tested in Editor, it was successful.
but i packaged program, it was crash.
I think it was relative with shader, because i met this error message.
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LoginId:aab2f45649d338800007d6ae6e72db2a
EpicAccountId:2d7fa9ae0b134dc98fea1542a7cbf458
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:F:\UnrealEngine-4.18.3-release\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 610] Array index out of bounds: 0 from an array of size 0
Wave_Win64_DebugGame!FDebug::AssertFailed() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
Wave_Win64_DebugGame!TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>::ConfigureQuardTreeInputMapping() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:1420]
Wave_Win64_DebugGame!TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>::TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:1515]
Wave_Win64_DebugGame!FDrawTranslucentMeshAction::Process<FUniformLightMapPolicy>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:491]
Wave_Win64_DebugGame!ProcessBasePassMesh<FDrawTranslucentMeshAction>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:2080]
Wave_Win64_DebugGame!FTranslucencyDrawingPolicyFactory:

Wave_Win64_DebugGame!FTranslucencyDrawingPolicyFactory:

Wave_Win64_DebugGame!FTranslucentPrimSet::RenderWaveWorksPrimitive() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:1106]
Wave_Win64_DebugGame!FTranslucentPrimSet:

Wave_Win64_DebugGame!FDeferredShadingSceneRenderer::RenderWaveWorks() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:1771]
Wave_Win64_DebugGame!FDeferredShadingSceneRenderer::Render() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1260]
Wave_Win64_DebugGame!UpdateSceneCaptureContentDeferred_RenderThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\scenecapturerendering.cpp:267]
Wave_Win64_DebugGame!UpdateSceneCaptureContent_RenderThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\scenecapturerendering.cpp:309]
Wave_Win64_DebugGame!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::UpdateSceneCaptureContents'::`12'::CaptureCommandName,<lambda_2f5b22162577ad8db4efab9192d8d401> > >::ExecuteTask() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\public\async\taskgraphinterfaces.h:787]
Wave_Win64_DebugGame!FNamedTaskThread::ProcessTasksNamedThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\async\taskgraph.cpp:651]
Wave_Win64_DebugGame!FNamedTaskThread::ProcessTasksUntilQuit() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\async\taskgraph.cpp:560]
Wave_Win64_DebugGame!RenderingThreadMain() [f:\unrealengine-4.18.3-release\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
Wave_Win64_DebugGame!FRenderingThread::Run() [f:\unrealengine-4.18.3-release\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
Wave_Win64_DebugGame!FRunnableThreadWin::Run() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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I don't know solution. Pleas help me.
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