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- MachineId:A7C3F0D1475F6BF6DA8AE980C167C7D3
- EpicAccountId:c1d68690821f4cc390cf7954d12c304f
- Assertion failed: IsValidRef(GBufferResourcesUniformBuffer) [File:d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\PostProcess/SceneRenderTargets.h] [Line: 412]
- GBuffer required but not available. Failure often caused by incorrect custom code use in a post processing material.
- UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
- UE4Editor_Renderer!FSceneRenderTargets::GetGBufferResourcesUniformBuffer() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.h:414]
- UE4Editor_Renderer!FDeferredPixelShaderParameters::Set<FRHIPixelShader * __ptr64,FRHICommandList>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2493]
- UE4Editor_Renderer!TSceneCapturePS<6>::SetParameters() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:63]
- UE4Editor_Renderer!FDeferredShadingSceneRenderer::CopySceneCaptureComponentToTarget() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:170]
- UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1239]
- UE4Editor_Renderer!UpdateSceneCaptureContentDeferred_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:223]
- UE4Editor_Renderer!UpdateSceneCaptureContent_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:264]
- UE4Editor_Renderer!`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand::DoTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:526]
- UE4Editor_Renderer!TGraphTask<`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand>::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
- UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
- UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
- UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:320]
- UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:454]
- UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
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