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Feb 16th, 2018
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  1. Assertion failed: TextureDesc.Format == GPixelFormats[PF_FloatRGBA].PlatformFormat [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RenderTarget.cpp] [Line: 1141]
  2.  
  3. UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
  4. UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceFloatData() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:1144]
  5. UE4Editor_RHI!FRHICommandListImmediate::ReadSurfaceFloatData() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:4042]
  6. UE4Editor_Engine!TGraphTask<`FRenderTarget::ReadFloat16Pixels'::`2'::EURCMacro_ReadSurfaceFloatCommand>::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
  7. UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
  8. UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
  9. UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
  10. UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
  11. UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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