Attempt to create buffer 'Shadow.Virtual.VisibleInstances' with size 0.

Error

Assertion failed: Size > 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp] [Line: 318] Attempt to create buffer ‘Shadow.Virtual.VisibleInstances’ with size 0.

UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

2 Likes

Same, getting this when using the movie render queue of any render size.

Hi @redlaser12 which version UE are you using… I upgraded to 5.1 from 5.0.3 and this error is no more!

1 Like

Same problem I am already with UE5.1 another solution.

Greetings @jkrock3d !

Just so you’re aware, this topic has been moved from the International forum category to the Development - Rendering forum category.

Just remember, when posting, please review the categories to ensure your topic is posted in the most relevant space.

Happy Developing!

'- Your Friendly Neighborhood Moderator :smiley:

Noted :slight_smile:

1 Like

I’m having the same bug on 5.1.0(source build) trying to render a movie with virtual shadow maps.

LogWindows: Error: appError called: Assertion failed: Size > 0 [File:C:\UnrealEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp] [Line: 308] Attempt to create buffer ‘Shadow.Virtual.VisibleInstances’ with size 0.

I’m getting the same error. It’s only happing on one shot in my sequence. I cant see whats causing the issue. Any help would be appreciated.

which version of UE are you using?

Hey guys!
im having same problem here, version 5.1 . I tried to go back dirctX11 but is worse the project can´t even start. somebody already solve this? thanks.

Changing the shadow map method in project settings to shadow maps instead of virtual shadow maps solved this rendering issue. I’m not sure this method is correct, but it works for now.

6 Likes

It works! Thank you so much,you saved my ■■■.