Hi there, I’m getting this crash in 4.26.1 when trying to build lighting. This particular crash seems to happen with a persistent level that has sublevels. Does anyone know what might be causing it.
Assertion failed: LCI->GetResourceCluster()->UniformBuffer [File:C:/UE4Engine/UnrealEngine/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp] [Line: 47]
UE4Editor_Core!AssertFailedImplV() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_Renderer!FUniformLightMapPolicy::GetVertexShaderBindings() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightMapRendering.cpp:120]
UE4Editor_Renderer!FMeshPassProcessor::BuildMeshDrawCommands,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType,FMeshMaterialShader,FMeshMaterialShade() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Public\MeshPassProcessor.inl:90]
UE4Editor_Renderer!FBasePassMeshProcessor::Process() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\BasePassRendering.cpp:1306]
UE4Editor_Renderer!FBasePassMeshProcessor::AddMeshBatch() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\BasePassRendering.cpp:1834]
UE4Editor_Renderer!::operator()() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp:298]
UE4Editor_Renderer!ParallelForImpl::TParallelForData< >::Process() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:179]
UE4Editor_Renderer!TGraphTask > >::ExecuteTask() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1065]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:888]
UE4Editor_Core!FTaskThreadAnyThread::Run() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:965]
UE4Editor_Core!FRunnableThreadWin::Run() [C:\UE4Engine\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]