Hey guys, just trying to figure something… i’m pretty sure we’re able to use the DepthFade node on the Opacity from a Transluscent material…
But if you try to create this node with an opacity > 0.5, and the material and mesh rendering to custom depth… an ensure will trigger (with a good 5 sec stuck editor).
I simplified the node problem to this:
The ensure itself that triggers is this one:
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !SceneColorTextureParameter.IsBound() && !SceneDepthTextureParameter.IsBound() && !SceneColorSurfaceParameter.IsBound() && !SceneDepthSurfaceParameter.IsBound() && !SceneDepthTextureNonMS.IsBound() && !SceneStencilTextureParameter.IsBound() [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\R
enderer\Private\PostProcess\SceneRenderTargets.cpp] [Line: 2680]
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00000000AC26B706 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:234]
LogOutputDevice: Error: [Callstack] 0x00000000ABFCAE3A UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:299]
LogOutputDevice: Error: [Callstack] 0x00000000ABFDECD6 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:430]
LogOutputDevice: Error: [Callstack] 0x000000008DEEADBA UE4Editor-Renderer.dll!FSceneTextureShaderParameters::Set<FRHIPixelShader * __ptr64,FRHICommandList>() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2675]
LogOutputDevice: Error: [Callstack] 0x000000008DEE7EFC UE4Editor-Renderer.dll!FDeferredPixelShaderParameters::Set<FRHIPixelShader * __ptr64,FRHICommandList>() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2918]
LogOutputDevice: Error: [Callstack] 0x000000008E160736 UE4Editor-Renderer.dll!FMaterialShader::SetParameters<FRHIPixelShader * __ptr64>() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:377]
LogOutputDevice: Error: [Callstack] 0x000000008DC0CF39 UE4Editor-Renderer.dll!FDepthOnlyPS::SetParameters() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:236]
LogOutputDevice: Error: [Callstack] 0x000000008DC0F0C9 UE4Editor-Renderer.dll!FDepthDrawingPolicy::SetSharedState() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:422]
LogOutputDevice: Error: [Callstack] 0x000000008DBCDA79 UE4Editor-Renderer.dll!FDepthDrawingPolicyFactory::DrawMesh() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:746]
LogOutputDevice: Error: [Callstack] 0x000000008DBCEA77 UE4Editor-Renderer.dll!FCustomDepthPrimSet::DrawPrims() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\customdepthrendering.cpp:93]
LogOutputDevice: Error: [Callstack] 0x000000008E1A20FE UE4Editor-Renderer.dll!FSceneRenderer::RenderCustomDepthPass() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2474]
LogOutputDevice: Error: [Callstack] 0x000000008E1A2430 UE4Editor-Renderer.dll!FSceneRenderer::RenderCustomDepthPassAtLocation() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2384]
LogOutputDevice: Error: [Callstack] 0x000000008DBEBE34 UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1074]
LogOutputDevice: Error: [Callstack] 0x000000008E1A5F31 UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2749]
LogOutputDevice: Error: [Callstack] 0x000000008E189E04 UE4Editor-Renderer.dll!TGraphTask<FRendererModule::BeginRenderingViewFamily'::33’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:829]
LogOutputDevice: Error: [Callstack] 0x00000000ABE9B713 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:665]
LogOutputDevice: Error: [Callstack] 0x00000000ABE9BD3A UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:574]
LogOutputDevice: Error: [Callstack] 0x00000000ACE73CC9 UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:331]
LogOutputDevice: Error: [Callstack] 0x00000000ACE74CF6 UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:465]
LogOutputDevice: Error: [Callstack] 0x00000000AC269FFC UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
LogOutputDevice: Error: [Callstack] 0x00000000AC25ED63 UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
LogOutputDevice: Error: [Callstack] 0x000000001DAD3034 KERNEL32.DLL!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x000000001DDA1431 ntdll.dll!UnknownFunction ]
Is this intended or is a bug? happens with 4.18 and 4.19 as far as i have testted