I have some Metahuman character assets.
The project settings have enabled raytraced shadow.
Open the character blueprint, enter the viewport, and a crash occurs.
Is this a bug?
Will not crash in version 5.4
When I disconnect the WPO in the material or disable raytraced shadow, it doesn’t crash.
This is the setting of the project:
[/Script/Engine.RendererSettings]
r.AllowStaticLighting=False
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.Shadow.Virtual.Enable=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
r.Lumen.HardwareRayTracing=True
r.Lumen.HardwareRayTracing.LightingMode=1
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=True
r.RayTracing.Shadows=True
r.GPUSkin.Support16BitBoneIndex=True
r.GPUSkin.UnlimitedBoneInfluences=True
SkeletalMesh.UseExperimentalChunking=1
r.DefaultFeature.Bloom=False
r.DefaultFeature.MotionBlur=False
RedChromaticityCoordinate=(X=0.713000,Y=0.293000)
GreenChromaticityCoordinate=(X=0.165000,Y=0.830000)
BlueChromaticityCoordinate=(X=0.128000,Y=0.044000)
WhiteChromaticityCoordinate=(X=0.321680,Y=0.337670)
WorkingColorSpaceChoice=ACESAP1
r.PostProcessing.PropagateAlpha=1
r.AllowStaticLighting=False
r.VirtualTextures=True
bEnableVirtualTextureOpacityMask=True
r.Nanite.Tessellation=1
r.VT.EnableAutoImport=False
r.MegaLights.EnableForProject=False
r.SupportExpFogMatchesVolumetricFog=True
r.SkinCache.SceneMemoryLimitInMB=1024.000000