Using FrameGrabber in a packaged game causes a crash (Cached Mesh Draw command uses loose param...)

I was using the FrameGrabber class to get frames and send them off. It was working fine in the editor but once packaging it causes a crash.



Error: Ensure condition failed: SingleShaderBindings.GetParameterMapInfo().LooseParameterBuffers.Num() == 0
[File:U:/UE4/UnrealEngine/Engine/Source/Runtime/Renderer/Private/PrimitiveSceneInfo.cpp] [Line: 324]
Error: Cached Mesh Draw command uses loose parameters. This will break dynamic instancing in performance critical pass. Use Uniform Buffers instead.

I at first thought since I was using a memcpy to get the data it might not be continuous in the packaged version but even accessing the FCapturedFrameData& using LastFrame.ColorBuffer*.R gives the same error.

Is there a difference in how the frame is captured when the game is packaged? Is there something I can do to access the data correctly? I’ve been reading through the frame grabber class and haven’t really found anything useful yet. I am going to try and implement my own BackBuffer Read callback function and see if getting the 2DRHI texture directly will give me better access to the frame data.