I’m not sure if this is related to UE-48035, but this has happened twice over the last two weeks…
assert failing…
check(Size == CreateInfo.ResourceArray->GetResourceDataSize());
note from the debugger: Size = 960 and CreateInfo.ResourceArray->GetResourceDataSize() = 1008 and element size = 48
This indicates that CreateInfo.ResourceArray increased by 1 from 20 to 21 sometime between getting Size in void FStaticMeshInstanceBuffer::InitRHI()
and FVertexBufferRHIRef FD3D11DynamicRHI::RHICreateVertexBuffer(uint32 Size,uint32 InUsage, FRHIResourceCreateInfo& CreateInfo)
stack trace:(render thread 2)
UE4Editor-RHI.dll!FRHICommandListImmediate::CreateVertexBuffer(unsigned int Size, unsigned int InUsage, FRHIResourceCreateInfo & CreateInfo) Line 2774 C++
UE4Editor-Engine.dll!RHICreateVertexBuffer(unsigned int Size, unsigned int InUsage, FRHIResourceCreateInfo & CreateInfo) Line 3608 C++
UE4Editor-Engine.dll!FStaticMeshInstanceBuffer::InitRHI() Line 249 C++
UE4Editor-Engine.dll!FStaticMeshInstanceBuffer::UpdateRHIVertexBuffer(int StartingIndex, unsigned int InstanceCount, unsigned int InstanceSize) Line 303 C++
UE4Editor-Engine.dll!TGraphTask<`FInstancedStaticMeshRenderData::UpdatePerInstanceRenderData'::`10'::EURCMacro_FPerInstanceRenderDataBufferUpdate>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 785 C++
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 650 C++
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 559 C++
UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 325 C++
UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 476 C++
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 76 C++
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 25 C++