Well, since I haven’t gotten to try VXGI on a “complete game”, I tried opening Epic’s ShooterGame with VXGI. I created a brand-new ShooterGame Project, didn’t change the name of it, and opened it for the first time using VXGI 4.7.4. It initialized, compiled, loaded, etc. However the editor never popped up, and about 2 minutes after it appeared to finish loading I got a very familiar error.
MachineId:9E462D794467F91AAD0412A12EFD163A
Unknown exception - code 00000001 (first/second not available)
Assertion failed: CascadeIndex < ARRAY_COUNT(CascadedShadowDepthZ) [File:c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\PostProcess//SceneRenderTargets.h] [Line: 363]
KERNELBASE + 35740 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Renderer!FSceneRenderTargets::BeginRenderingCascadedShadowDepth() + 118 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:884]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderProjectedShadows() + 3261 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\shadowrendering.cpp:3256]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() + 4289 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\lightrendering.cpp:499]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() + 5934 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1694]
UE4Editor_Renderer!RenderViewFamily_RenderThread() + 944 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\scenerendering.cpp:1121]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::12’::EURCMacro_FDrawSceneCommand>::ExecuteTask() + 460 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\public\async askgraphinterfaces.h:667]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3109 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\async askgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\async askgraph.cpp:271]
UE4Editor_RenderCore!RenderingThreadMain() + 189 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:282]
UE4Editor_RenderCore!FRenderingThread::Run() + 63 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
UE4Editor_Core!FRunnableThreadWin::Run() + 102 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
- 5074 bytes
ntdll + 87108 bytes
I’ve been trying to find a cause for , and so far I’ve gotten a few possibilities. Please keep in mind I am NOT much of a programmer, is just based purely off what I’ve observed. First off whenever it crashes on a project that SUCCESSFULLY opened, the editor freezes for, once again, about 2 minutes, and then crashes. normally in the frozen editor there is a shadow that seems close enough that if you moved slightly forward, a new cascade would appear. Essentially what I’m getting out of is that the problem has something to do with adding cascades, but not subtracting them, because I’ve not seen the editor crash when I was moving away from objects (as in when I’m fully outside of a level and there are no shadow-casting objects behind me). With that in mind, my theory is that it’s possible that when you move away from objects, the editor maybe tries to remove a cascade that doesn’t exist. So say you move away from the objects in you scene, and at certain intervals, a shadow cascade is removed, but after the shadows disappear, it continues “removing” cascades, going into negative values. Then, upon approaching your scene, the second cascade would actually be the first one, the second would be the third, and so on. Eventually what will happen is it will think the 4th cascade is the 5th, try to create it, and simply fail.
Another thing I’ve noticed is that I only ever recall having crashes while using unbound post process volumes. That’s most likely a coincidence, but, it also somewhat lines up with my first theory, simply because I use unbound PPVs when working with larger scenes where all of the shadow cascades would be seen.
BTW if none of makes any sense and I sincerely have no idea what I’m talking about, remember, I don’t understand the inner workings of game engines too well.