Editor crashes on wireframe viewports

When trying to use any viewport that uses wireframe rendering the editor crashes with following:

Fatal error: [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 811] 
Rendering thread exception:
Assertion failed: Data [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\PostProcessInput.cpp] [Line: 21] 

KERNELBASE.dll!0x000000003B279E08
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor-Renderer.dll!FRCPassPostProcessInput::ComputeOutputDesc() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\postprocessinput.cpp:23]
UE4Editor-Renderer.dll!FRenderingCompositionGraph::RecursivelyGatherDependencies() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:314]
UE4Editor-Renderer.dll!FRenderingCompositionGraph::RecursivelyGatherDependencies() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:286]
UE4Editor-Renderer.dll!FRenderingCompositionGraph::RecursivelyGatherDependencies() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:286]
UE4Editor-Renderer.dll!FRenderingCompositePassContext::Process() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:215]
UE4Editor-Renderer.dll!FCompositionLighting::ProcessAfterBasePass() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\compositionlighting\compositionlighting.cpp:377]
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1040]
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1849]
UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:650]
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:559]
UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
KERNEL32.DLL!0x000000003DFB2774
ntdll.dll!0x000000003EB40D51
ntdll.dll!0x000000003EB40D51

Hi enzyme42,

Unfortunately, I could not reproduce the issue reported. I have opened multiple new levels in 4.17 and the Wireframe rendering works as intended. what are your PC specs? It could be an issue with the system compatibility.

Best Regards

I cannot reproduce it myself at this point because of this.

On 4.17.2 in a empty project it all works fine.

My project is pretty old and was upgraded to a new version of the engine since 4.7.x … maybe that’s the problem …

Please take a look at the issue that I’ve linked above as it is much more important right now.

I’ve found a solution to the project loading issue but the wireframe crash still persist … on 4.17.1 and 4.17.2 …

I have a i7 7700 and a gtx 1060 3gb card … running on windows 10 home with nvidia drivers version 358.28

same thing on my coworker’s i7 7700k with gtx 1060 6gb and my laptop lenovo y50-70 (i7 4710hq with gtx 860)

From the error I can see that this has something to do with the post processing setting … however we don’t use it to much and I’ve even tried to remove post process volumes with no positive results …

Hey ,

I cannot reproduce this Wireframe issue on our end without having a copy of a project that is having the issue occur. I do not have an old project available from 4.7.X that I can use as an example to test this issue. If you have a link to a project that is having this issue or maybe a call log, that would help me in reproducing the issue.

Best Regards

Hi ,

I am closing out this topic for tracking purposes. If you are continuing to have this issue or have any further questions please feel free to comment to reopen the thread.

Best Regards,

OK … thanks for your help … I’m too busy at this point to pursue this issue … If it’ll persist in later engine versions I’ll try to get all the info you need to fix it …

I had same problem. Now, I fixed.
I want to share my solution.

  • Check the ‘DefaultEngine.ini’ file.

If you use UE4.17.2 with the subversion(such as Perforce, git, svn, etc), this file(‘defaultengine.ini’) was conflicted or merged frequently by other people(in your team). If, you have conflicted ‘DefaultEngine.ini’ file, you should revert this.
‘DefaultEngine.ini’ file have the several rendering option with ‘ini’ language, check the options are right ‘ini’ language.

Have a nice day.

Hi ,

I don’t quite understand your solution. Yes we did a lot of merging but when you say
“check the options are right ‘ini’ language.”
What are you advising to look out for?

Can you please list the options that was responsible for the issue ?

OK so thanks to @sonan’s sugestion I’ve removed the whole /Script/Engine.RendererSettings section from my DefaultEngine,ini and it worked … here’s the content of that section if you want to try to reproduce it:

[/Script/Engine.RendererSettings]
r.MobileHDR=True
r.MobileNumDynamicPointLights=4
r.MobileDynamicPointLightsUseStaticBranch=True
r.AllowOcclusionQueries=True
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.AllowStaticLighting=False
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=False
r.GenerateLandscapeGIData=False
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=True
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=1
r.DefaultFeature.Bloom=True
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=True
r.DefaultFeature.AntiAliasing=1
r.EarlyZPass=3
r.EarlyZPassMovable=False
r.DBuffer=False
r.ClearSceneMethod=1
r.BasePassOutputsVelocity=False
r.WireframeCullThreshold=5.000000
r.LightPropagationVolume=1

UIScaleRule=ShortestSide
UIScaleCurve=(EditorCurveData=(PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant,Keys=),ExternalCurve=None)
r.VertexFoggingForOpaque=False

please let me know what you’ve found :slight_smile:

Try removing the whole /Script/Engine.RendererSettings section in your DefaultEngine.ini or wait for @sonan to reply what was the exact issue.

1 Like

I have found the problem , apparently my side has to do with LPV. If LPV is on , this will happen.

Same here… Thank you for the info…