Hi everyone, recent our project got crash with call stack bellow:
Can't bind texture BlackDummy as a depth stencil because its pixel format is PF_B8G8R8A8.
#06 pc 00000000132cc488 /lib/arm64/libUnreal.so (FOutputDevice::LogfImpl(char16_t const*, ...)+352) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#07 pc 00000000131f83a8 /lib/arm64/libUnreal.so (FDebug::CheckVerifyFailedImpl2(char const*, char const*, int, char16_t const*, ...)+412) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#08 pc 0000000014ea7170 /lib/arm64/libUnreal.so (FDepthStencilBinding::Validate() const+708) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#09 pc 0000000016bbdd48 /lib/arm64/libUnreal.so (AddMobileSeparateTranslucencyPass(FRDGBuilder&, FScene*, FViewInfo const&, FMobileSeparateTranslucencyInputs const&)+808) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#10 pc 0000000016d7c330 /lib/arm64/libUnreal.so (AddMobilePostProcessingPasses(FRDGBuilder&, FScene*, FViewInfo const&, int, FSceneUniformBuffer&, FMobilePostProcessingInputs const&, FInstanceCullingManager&)+9092) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#11 pc 0000000016bc5b70 /lib/arm64/libUnreal.so (FMobileSceneRenderer::Render(FRDGBuilder&)+10264) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#12 pc 00000000170537cc /lib/arm64/libUnreal.so (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#13 pc 000000001705583c /lib/arm64/libUnreal.so (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#14 pc 0000000012eb4d34 /lib/arm64/libUnreal.so (UE::Tasks::Private::FTaskBase::TryExecuteTask()+348) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#15 pc 0000000012ebf21c /lib/arm64/libUnreal.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+1960) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#16 pc 0000000012ebe10c /lib/arm64/libUnreal.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+244) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#17 pc 0000000014df5ffc /lib/arm64/libUnreal.so (RenderingThreadMain(FEvent*)+512) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#18 pc 0000000014e49260 /lib/arm64/libUnreal.so (FRenderingThread::Run()+64) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#19 pc 00000000130a1490 /lib/arm64/libUnreal.so (FRunnableThreadPThread::Run()+132) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
#20 pc 0000000012eb8f00 /lib/arm64/libUnreal.so (FRunnableThreadPThread::_ThreadProc(void*)+116) (BuildId: 0bcb07548a8d93ed814d5743d14e18b8fb4ed449)
After digging into source code, I found that depth texture is assign to BlackDummy
by default:
DepthDummy = static_cast<bool>(ERHIZBuffer::IsInverted) ? BlackDummy : WhiteDummy;
...
SceneTextureParameters.SceneDepthTexture = SystemTextures.DepthDummy;
Does anyone has idea, please help.