I’m getting this exception whenever I play my project in PIE for the first time after restarting the editor.
The scene starts ok, then it throws this exception 3ish times. If I continue in the debugger, the game continues.
I tried removing and also tried re-adding the reflection sphere to the scene and got the same error.
Is there something about my meshes or materials that would trigger this issue?
Thank you!
in RendererScene.cpp
// Help track down primitive with bad bounds way before the it gets to the Renderer
ensureMsgf(!Primitive->Bounds.BoxExtent.ContainsNaN() && !Primitive->Bounds.Origin.ContainsNaN() && !FMath::IsNaN(Primitive->Bounds.SphereRadius) && FMath::IsFinite(Primitive->Bounds.SphereRadius),
TEXT("Nans found on Bounds for Primitive %s: Origin %s, BoxExtent %s, SphereRadius %f"), *Primitive->GetName(), *Primitive->Bounds.Origin.ToString(), *Primitive->Bounds.BoxExtent.ToString(), Primitive->Bounds.SphereRadius);
The call stack is pointing to the reflection capture component (UpdateReflectionCaptureContents):
[Inline Frame] UE4Editor-Renderer.dll!FScene::AddPrimitive::__l2::<lambda_b31d5ecb2f5fe6266551b39bd5f09af1>::operator()() Line 1331 C++
UE4Editor-Renderer.dll!FScene::AddPrimitive(UPrimitiveComponent * Primitive) Line 1331 C++
UE4Editor-Engine.dll!UPrimitiveComponent::CreateRenderState_Concurrent(FRegisterComponentContext * Context) Line 574 C++
UE4Editor-Engine.dll!UStaticMeshComponent::CreateRenderState_Concurrent(FRegisterComponentContext * Context) Line 601 C++
UE4Editor-Engine.dll!UActorComponent::RecreateRenderState_Concurrent() Line 1510 C++
UE4Editor-Engine.dll!UActorComponent::DoDeferredRenderUpdates_Concurrent() Line 1582 C++
UE4Editor-Engine.dll!UWorld::SendAllEndOfFrameUpdates::__l2::() Line 1053 C++
[Inline Frame] UE4Editor-Engine.dll!UE4Function_Private::TFunctionRefBase<UE4Function_Private::FFunctionRefStoragePolicy,void __cdecl(void)>::operator()() Line 676 C++
UE4Editor-Engine.dll!ParallelForImpl::ParallelForWithPreWorkInternal<TFunctionRef<void __cdecl(int)> >(int Num, TFunctionRef<void cdecl(int)> Body, TFunctionRef<void cdecl(void)> CurrentThreadWorkToDoBeforeHelping, EParallelForFlags Flags) Line 263 C++
[Inline Frame] UE4Editor-Engine.dll!ParallelForWithPreWork(int) Line 367 C++
UE4Editor-Engine.dll!UWorld::SendAllEndOfFrameUpdates() Line 1066 C++
UE4Editor-Engine.dll!UReflectionCaptureComponent::UpdateReflectionCaptureContents(UWorld * WorldToUpdate, const wchar_t * CaptureReason, bool bVerifyOnlyCapturing) Line 1059 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1703 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 414 C++
UE4Editor.exe!FEngineLoop::Tick() Line 4850 C++
[Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 169 C++
UE4Editor.exe!WinMain(HINSTANCE * hInInstance, HINSTANCE * hPrevInstance, char * __formal, int nCmdShow) Line 257 C++
[External Code]