Hi,
when I enter ortographic mode the viewport turns blue and if I try to zoom in or out it crashes. Entering ortographic mode does not crash it but trying to zoom in and out does.
It all started one day out of nowhere. I cannot remember doing anything special that would make this error appear, although in other points of the development of this game I had run into several problems.
Assertion failed: IntFitsIn<OutType>(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<FGatherShadowPrimitivesPrepareTask>::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]