Anonymous_441158f4cee8d3d78490af24b41b0acd:
Hi! everyone…
I have a trouble…
Now i am testing nvidia waveworks.
When i tested in Editor, it was successful.
but i packaged program, it was crash.
I think it was relative with shader, because i met error message.
[SPOILER]LoginId:
EpicAccountId:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:F:\UnrealEngine-4.18.3-release\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 610] Array index out of bounds: 0 from an array of size 0
Wave_Win64_DebugGame!FDebug::AssertFailed() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
Wave_Win64_DebugGame!TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>::ConfigureQuardTreeInputMapping() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:1420]
Wave_Win64_DebugGame!TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>::TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:1515]
Wave_Win64_DebugGame!FDrawTranslucentMeshAction::Process<FUniformLightMapPolicy>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private ranslucentrendering.cpp:491]
Wave_Win64_DebugGame!ProcessBasePassMesh<FDrawTranslucentMeshAction>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:2080]
Wave_Win64_DebugGame!FTranslucencyDrawingPolicyFactory::DrawWaveWorksMesh() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private ranslucentrendering.cpp:718]
Wave_Win64_DebugGame!FTranslucencyDrawingPolicyFactory::DrawDynamicWaveWorksMesh() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private ranslucentrendering.cpp:795]
Wave_Win64_DebugGame!FTranslucentPrimSet::RenderWaveWorksPrimitive() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private ranslucentrendering.cpp:1106]
Wave_Win64_DebugGame!FTranslucentPrimSet::DrawWaveWorksPrimitives() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private ranslucentrendering.cpp:1003]
Wave_Win64_DebugGame!FDeferredShadingSceneRenderer::RenderWaveWorks() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private ranslucentrendering.cpp:1771]
Wave_Win64_DebugGame!FDeferredShadingSceneRenderer::Render() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1260]
Wave_Win64_DebugGame!UpdateSceneCaptureContentDeferred_RenderThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\scenecapturerendering.cpp:267]
Wave_Win64_DebugGame!UpdateSceneCaptureContent_RenderThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\scenecapturerendering.cpp:309]
Wave_Win64_DebugGame!TGraphTask<TEnqueueUniqueRenderCommandType<FScene::UpdateSceneCaptureContents'::12’::CaptureCommandName,<lambda_2f5b22162577ad8db4efab9192d8d401> > >::ExecuteTask() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\public\async askgraphinterfaces.h:787]
Wave_Win64_DebugGame!FNamedTaskThread::ProcessTasksNamedThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\async askgraph.cpp:651]
Wave_Win64_DebugGame!FNamedTaskThread::ProcessTasksUntilQuit() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\async askgraph.cpp:560]
Wave_Win64_DebugGame!RenderingThreadMain() [f:\unrealengine-4.18.3-release\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
Wave_Win64_DebugGame!FRenderingThread::Run() [f:\unrealengine-4.18.3-release\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
Wave_Win64_DebugGame!FRunnableThreadWin::Run() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76][/SPOILER]
I don’t know solution. Pleas help me.
Judging by the first line of the error report,
it looks like you have an array in your code that isn’t properly initialised, so I would go to that file (Line 610) and check it out.
That’s my best guess, anyway.