Hi,
I’m working on a simulation in Unreal which requires me to import georeferenced elevation models as terrain into Unreal Editor and apply satellite imagery to that terrain. The terrain itself is very large (100s of kilometers), but I was able to get it imported just fine. Now I am working on applying materials to the terrain so it is not just grey. I have a chunk of satellite imagery that I have converted into a png. It only covers a subset of the total terrain I have. Each time I try to apply it as a the landscape’s Landscape Material, Unreal Editor crashes with the following error
Assertion failed: DescriptorHandle.IsValid() [File:./Runtime/VulkanRHI/Private/VulkanBindlessDescriptorManager.cpp] [Line: 798]
Attemping to update invalid descriptor handle!
libUnrealEditor-Core.so!FDebug::CheckVerifyFailedImpl2(char const*, char const*, int, char16_t const*, ...) [UnrealEngine/Engine/Source/./Runtime/Core/Private/Misc/AssertionMacros.cpp:741]
libUnrealEditor-VulkanRHI.so!FVulkanBindlessDescriptorManager::UpdateDescriptor(FVulkanContextArray const&, FRHIDescriptorHandle, VkDescriptorType, VkDescriptorDataEXT, bool) [UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanBindlessDescriptorManager.cpp:798]
libUnrealEditor-VulkanRHI.so!FVulkanBindlessDescriptorManager::UpdateTexelBuffer(FVulkanContextArray const&, FRHIDescriptorHandle, VkDescriptorType, VkBufferViewCreateInfo const&, bool) [UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanBindlessDescriptorManager.cpp:943]
libUnrealEditor-VulkanRHI.so!FVulkanView::InitAsTypedBufferView(FVulkanContextArray const&, FVulkanBuffer*, EPixelFormat, unsigned int, unsigned int) [UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanView.cpp:188]
libUnrealEditor-VulkanRHI.so!FVulkanShaderResourceView::UpdateView(FVulkanContextArray const&) [UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanSRV.cpp:70]
libUnrealEditor-VulkanRHI.so!TRHILambdaCommand<FRHICommandListBase, FVulkanShaderResourceView::FVulkanShaderResourceView(FRHICommandListBase&, FVulkanDevice&, FRHIViewableResource*, FRHIViewDesc const&)::$_0>::ExecuteAndDestruct(FRHICommandListBase&) [UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanSRV.cpp:30]
libUnrealEditor-RHI.so!FRHICommandListBase::Execute() [UnrealEngine/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:542]
libUnrealEditor-RHI.so!FRHICommandListExecutor::FTranslateState::Translate(FRHICommandListBase*) [UnrealEngine/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:1092]
libUnrealEditor-RHI.so!UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListExecutor::FSubmitState::Dispatch(FRHICommandListBase*)::$_0, void>::Call(void*) [UnrealEngine/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:1043]
libUnrealEditor-RHI.so!FRHICommandListExecutor::FTaskPipe::Execute(FRHICommandListExecutor::FTaskPipe::FTask*, TRefCountPtr<FBaseGraphTask> const&) const [UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/Function.h:414]
libUnrealEditor-Core.so!TGraphTask<TFunctionGraphTaskImpl<void (ENamedThreads::Type, TRefCountPtr<FBaseGraphTask> const&), (ESubsequentsMode::Type)0> >::ExecuteTask() [UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/Function.h:414]
libUnrealEditor-Core.so!UE::Tasks::Private::FTaskBase::TryExecuteTask() [UnrealEngine/Engine/Source/Runtime/Core/Public/Tasks/TaskPrivate.h:518]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:495]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:679]
libUnrealEditor-RenderCore.so!FRHIThread::Run() [UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderingThread.cpp:212]
libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [UnrealEngine/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
libc.so.6!UnknownFunction(0x9cb83)
libc.so.6!UnknownFunction(0x129d6b)
I have tried creating the material for the Landscape Material several different ways, and I have tried downsampling the actual image data by several different factors, but the editor always just immediately freezes the moment I try to apply it to the landscape and then crashes a few moments later with the error above. I know the landscape I am working with is large, but I am hoping someone has some insight into how I can address this issue.
Let me know if you need me to provide any more specific information regarding my issue. Thank you