I am also running into the same issue. I am running on a windows 10 laptop and thebuild is a debug game editor build for pc.
To get the crash.
- Open unreal editor
- Create a flip book asset
- Add an empty key frame, no crash
- Drag a sprite into the empty key frame slot, it crashes because the PrimitiveUniformBuffer is null
checkf(bPrimitiveShaderDataComesFromSceneBuffer || Elements[ElementIndex].PrimitiveUniformBuffer || Elements[ElementIndex].PrimitiveUniformBufferResource != NULL,
TEXT(“FMeshBatch was not properly setup. The primitive uniform buffer must be specified.”));
- Callstack
UE4Editor-Engine.dll!FMeshBatch::PreparePrimitiveUniformBuffer(const FPrimitiveSceneProxy * PrimitiveSceneProxy, ERHIFeatureLevel::Type FeatureLevel) Line 1099 C++
UE4Editor-Engine.dll!FMeshElementCollector::AddMesh(int ViewIndex, FMeshBatch & MeshBatch) Line 267 C++
UE4Editor-Paper2D.dll!FPaperRenderSceneProxy::GetNewBatchMeshesPrebuilt(const FSceneView * View, int ViewIndex, FMeshElementCollector & Collector) Line 428 C++
UE4Editor-Paper2D.dll!FPaperRenderSceneProxy::GetDynamicMeshElements(const TArray<FSceneView const *,TSizedDefaultAllocator<32> > & Views, const FSceneViewFamily & ViewFamily, unsigned int VisibilityMap, FMeshElementCollector & Collector) Line 314 C++
UE4Editor-Renderer.dll!FSceneRenderer::GatherDynamicMeshElements(TArray<FViewInfo,TSizedDefaultAllocator<32> > & InViews, const FScene * InScene, const FSceneViewFamily & InViewFamily, FGlobalDynamicIndexBuffer & DynamicIndexBuffer, FGlobalDynamicVertexBuffer & DynamicVertexBuffer, FGlobalDynamicReadBuffer & DynamicReadBuffer, const TArray<unsigned char,TMemStackAllocator<0> > & HasDynamicMeshElementsMasks, const TArray<unsigned char,TMemStackAllocator<0> > & HasDynamicEditorMeshElementsMasks, const TArray<unsigned char,TMemStackAllocator<0> > & HasViewCustomDataMasks, FMeshElementCollector & Collector) Line 2887 C++
UE4Editor-Renderer.dll!FSceneRenderer::ComputeViewVisibility(FRHICommandListImmediate & RHICmdList, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, TArray<FViewCommands,TInlineAllocator<4,TSizedDefaultAllocator<32> > > & ViewCommandsPerView, FGlobalDynamicIndexBuffer & DynamicIndexBuffer, FGlobalDynamicVertexBuffer & DynamicVertexBuffer, FGlobalDynamicReadBuffer & DynamicReadBuffer) Line 3946 C++
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate & RHICmdList, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FILCUpdatePrimTaskData & ILCTaskData, TArray<TRefCountPtr,TInlineAllocator<4,TSizedDefaultAllocator<32> > > & UpdateViewCustomDataEvents) Line 4234 C++
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 1085 C++
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 3477 C++
[Inline Frame] UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l35::<lambda_7df85a902bb55f107fd3c0b688678f3c>::operator()(FRHICommandListImmediate &) Line 3702 C++
[Inline Frame] UE4Editor-Renderer.dll!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::
35’::FDrawSceneCommandName,<lambda_7df85a902bb55f107fd3c0b688678f3c> >::DoTask(ENamedThreads::Type) Line 198 C++
UE4Editor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::
35’::FDrawSceneCommandName,<lambda_7df85a902bb55f107fd3c0b688678f3c> > >::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & NewTasks, ENamedThreads::Type CurrentThread) Line 847 C++
[Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & CurrentThread, ENamedThreads::Type) Line 514 C++
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 686 C++
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 583 C++
UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 340 C++
UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 490 C++
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 96 C++
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 45 C++