Since updating to 5.1, Niagara systems crash the editor every time they’re played. The crashes happen both when playing in level and when opening the Niagara system or emitter editor. The error message is as follows:
Assertion failed: IsCompleteBinding(Shader->ResourceCounts.NumCBs, BoundCBVMask) [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp] [Line: 5091]
I’ve encountered this same problem today and stumbled upon your post. I managed to fix this by changing the Sim Target to “GPUCompute Sim” and Calculate Bounds Mode to “Fixed” inside my Niagara system.
Still looking for any answers to this. The problem persists with both CPU and GPU Niagara emitters, all of which worked on previous Unreal versions. All GPU emitters I have are set to fixed bounds, so that won’t fix my issue. It also isn’t hardware or driver related since the same happens with different computers.
Still trying to fix this. It seems like some of the CPU emitters work (for example those included in the DMX plugin), but if I create a new emitter the editor crashes as soon as a particle spawns (both CPU and GPU). Same with opening existing emitters in editor, the editor crashes as soon as the first particle spawns.
Any clues what could be causing the problem? Probably last resort is turning ray tracing off for the project but that’s really not preferable since I have to use path tracing to render stuff out regularly.
Not sure why, worked for me until 5.2 and in 5.2 it is gone so I reenabled emitters and see no issues. As for evaluating, I am at home enthusiast with one comp, it either works or it does not, and I only mess with it when it does not
I encountered the same problem with Unreal Engine 5.2. When using Niagara particles with GPU compute simulation and setting the Bounds to fixed, the application crashes upon exiting play mode.
Still an issue in 5.3.2; for me having 1 GPU niagara system in the scene works but adding a second actor (of the same system) crashes the editor within a minute.
Haven’t tried installing editor debug symbols, but they take around 80 GB of space so unfortunately that is not a solution for me right now.