I am trying to render my cinematic via render queue in UE 5.3 but the program asserts as soon as the render starts.
- If selecting local render, I receive the following error
[2023.11.27-17.01.41:479][423]LogTexture: Display: Waiting for textures to be ready 0/288 (/Memory/UEDPIE_0_AL6G7UFUHED0F1QJPVLHDFIZK_InstanceOf_/Game/__ExternalActors__/Berg/Maps/Berg_WP/2/E3/VYF6Q7UZ8VQ9H2WH1KNCXZ) ...
[2023.11.27-17.01.41:597][423]LogTexture: Display: Waiting for textures to be ready 30/288 (/Memory/UEDPIE_0_26IB68BSD1JIEUYSPX0XISO6C_InstanceOf_/Game/__ExternalActors__/Berg/Maps/Berg_WP/7/RA/007WSR4EWDFGXQGO7I40ZP) ...
[2023.11.27-17.01.41:658][423]LogTexture: Display: Waiting for textures to be ready 44/288 (/Memory/UEDPIE_0_AO55R9Z4IH3S2LSLQ3TR3QD45_InstanceOf_/Game/__ExternalActors__/Berg/Maps/Berg_WP/C/DJ/XUQXYDAWH6F04UV6795A04) ...
[2023.11.27-17.01.41:921][423]LogTexture: Display: Waiting for textures to be ready 203/288 (/Memory/UEDPIE_0_6GFIXGOAN5529KPVDEHEZEWB2_InstanceOf_/Game/__ExternalActors__/Berg/Maps/Berg_WP/D/NE/DXZMVWF85HUYUPGBJXKZXL) ...
[2023.11.27-17.01.42:145][423]LogStreaming: Display: UWorld::AddToWorld: updating components for /Memory/UEDPIE_0_6Z69F91623ALSTRO18OM7TCUU took (less than) 686.47 ms
[2023.11.27-17.01.43:001][423]LogShaderCompilers: Display: ================================================
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: === FShaderJobCache stats ===
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: Total job queries 26, among them cache hits 9 (34.62%)
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: Tracking 17 distinct input hashes that result in 17 distinct outputs (100.00%)
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: RAM used: 341,24 KiB of 819,20 MiB budget. Usage: 0.04%
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: === Shader Compilation stats ===
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: Shaders Compiled: 0
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0%)
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s
[2023.11.27-17.01.43:002][423]LogShaderCompilers: Display: ================================================
[2023.11.27-17.01.45:278][423]LogWindows: Attached monitors:
[2023.11.27-17.01.45:278][423]LogWindows: resolution: 3840x2160, work area: (0, 0) -> (3840, 2090), device: '\\.\DISPLAY6' [PRIMARY]
[2023.11.27-17.01.45:278][423]LogWindows: resolution: 1920x1080, work area: (3840, 0) -> (5760, 1040), device: '\\.\DISPLAY7'
[2023.11.27-17.01.45:278][423]LogWindows: Found 2 attached monitors.
[2023.11.27-17.01.45:278][423]LogWindows: Gathering driver information using Windows Setup API
[2023.11.27-17.01.45:305][423]LogWindows: Error: appError called: Assertion failed: IsValidCoord(InRenderCoord) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Landscape\Public\LandscapeRender.h] [Line: 510]
[2023.11.27-17.01.45:306][423]LogWindows: Windows GetLastError: The operation completed successfully. (0)
- If selecting remote render;
Render starts, completes warm-up frames & motion blur, but whole landscape is semi-broken.
Otherwise my scene looks ok in sequencer when playing it through camera. I can even press play and scene runs fine.
I have updated GPU drivers for my RTX 3070.
Using Lumen with hardware ray-tracing
The landscape I am using is the one bellow. But just one world tile of it, so 4x4 km.
I would really appreciate any tip with how is rendering in movie queue related to IsValidCoord() function in error assert.