Every time I go into orthographic mode no matter what direction the engine crashes. I can’t do precision work without it. Now what am I supposed to do? The error is this:
Assertion failed: IntFitsIn(In) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\UnrealTemplate.h] [Line: 163] Loss of data caused by narrowing conversion
UnrealEditor_Renderer!FSceneRenderer::AddViewDependentWholeSceneShadowsForView() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShadowSetup.cpp:5198]
UnrealEditor_Renderer!FSceneRenderer::CreateDynamicShadows() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShadowSetup.cpp:5786]
UnrealEditor_Renderer!FGatherShadowPrimitivesPrepareTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShadowSetup.cpp:4724]
UnrealEditor_Renderer!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!LowLevelTasks::FTask::Init<
FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::
11’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::
11’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueLocal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]