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Handled error: Ensure condition failed: CurrentDepthTexture

In binary 4.8 at a certain part of the game loop I started getting the following errors:

 Ensure condition failed: CurrentDepthTexture [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 650]
 
 Stack: 
 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() {0x000007fede8fa846} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Core.dll!FDebug::EnsureFailed() {0x000007fede794071} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Core.dll!FDebug::EnsureNotFalse_OptionallyLogFormattedEnsureMessageReturningFalse() {0x000007fede794323} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::ValidateExclusiveDepthStencilAccess() {0x000007fed498c379} + 53 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetDepthStencilState() {0x000007fed497fc94} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Renderer.dll!FTranslucencyDrawingPolicyFactory::DrawMesh() {0x000007fedc6ff9ce} + 42 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Renderer.dll!FTranslucencyDrawingPolicyFactory::DrawDynamicMesh() {0x000007fedc6feb95} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Renderer.dll!FRendererModule::DrawTileMesh() {0x000007fedc5d6040} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Engine.dll!FTileRenderer::DrawTile() {0x000007fed8120a4b} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Engine.dll!`FCanvasTileRendererItem::Render_GameThread'::`5'::EURCMacro_DrawTileCommand::DoTask() {0x000007fed811899d} + 413 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Engine.dll!TGraphTask<`FCanvasTileRendererItem::Render_GameThread'::`5'::EURCMacro_DrawTileCommand>::ExecuteTask() {0x000007fed8128dd1} + 18 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Core.dll!FTaskThread::ProcessTasks() {0x000007fede6363be} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() {0x000007fede6365ed} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-RenderCore.dll!RenderingThreadMain() {0x000007fee8065d3b} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-RenderCore.dll!FRenderingThread::Run() {0x000007fee806624f} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Core.dll!FRunnableThreadWin::Run() {0x000007fede8f65f8} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() {0x000007fede8e14ad} + 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
 kernel32.dll {0x00000000772059cd} + 0 bytes
 ntdll.dll {0x000000007743b981} + 0 bytes
 ntdll.dll {0x000000007743b981} + 0 bytes

So many of them that the sudden log dump freezes both the PIE window and the editor for a good minute. Then the game resumes like nothing happened. I tried to find the exact location of the problem by setting blueprint breakpoints but I wasn't able to pinpoint a specific node: with breakpoints the freezing does not happen (a variable amount of log prints do) and I couldn't find a node which executes instantly after the freeze. Sometimes I get only a single instance of the error message above when I stop the simulation.

This is what is happening up to the freeze: I take away input from the pawn and disable collisions on it. Then a timeline adjusts a few material parameters so a post process material covers up the screen. The timeline also has a few events which control when I teleport the pawn to a new location. The timeline finishes with removing the cover effect from the screen, pawn gets input and collision. And around this time the freeze occurs.

I'm not sure where to keep digging, there are a quite a few things happening in the game at that point.

Minidump

Product Version: UE 4.8
Tags:
ue4minidump.zip (50.3 kB)
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asked Jun 19 '15 at 04:44 PM in Bug Reports

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ZoltanE
1.6k 80 95 148

avatar image ZoltanE Jun 21 '15 at 01:11 PM

I disabled my "blendable" post process material, SSAO, DOF, MotionBlur and Temporal AA but none of that helped.

I get 90-150 messages in one dump, ~16 ms apart. I'm not sure why the message count varies this much, the issues shows up after a 4 second long automated sequence with no human control. As far as I can tell that's all finished and the error occurs just as the game logic starts idling (actors ticking, waiting for human interaction).

avatar image ZoltanE Jun 22 '15 at 10:06 AM

The error occurs in a 32bit packaged game too: The incident occurs at the same place in the game loop but the freeze is much shorter, less than a second and the error count is more than a 1000.

avatar image Lovecraft_K ♦♦ STAFF Jun 22 '15 at 02:02 PM

Hi ZoltanE -

Do you happen to have a project which you can share that replicates this endure? I am trying to replicate the issue internally but the number of variables to test is fairly high in this instance and it would speed things along to be able to eliminate variables from a project that already is causing this issue.

If you would like to keep the project private please feel free to message me via the forums with a link to download the project.

Thank You

Eric Ketchum

avatar image ZoltanE Jun 22 '15 at 05:09 PM

I tracked the issue to a single node. Here is the chain of events:
- A "Mission" is started.
- The mission spawns a weapon.
- The new weapon actor is initialized by calling one of its functions.
- That function registers this weapon in the game state through an interface the custom game state class implements.
- The implementation takes the weapon instance as parameter and sets a variable to that value.

If I unlink that last step in the game state class, the Set node, no error appears. I'm packing up the project and send you the details in PM.

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Hi ZoltanE,

I'm not sure the cause of the ensure, but I can verify that we see this in the project you provided. I've created a bug report for the issue (UE-17723) and I'll keep you updated on its progress. Thanks for the report!

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answered Jun 25 '15 at 08:19 PM

avatar image ZoltanE Jun 26 '15 at 06:20 AM

Would it be possible to explain to me what that error message means? At least on a high level, maybe I can find more clues as keep working, refactoring. I know how digging through someone else's project is not the most fun job, so I'd like to help any way I can. :)

avatar image Ben Halliday STAFF Jun 26 '15 at 04:15 PM

I'll send an email out, see if I can find an answer for you before the bug report is looked into. No promises, but I will try to find out what that error message is coming from.

avatar image Ben Halliday STAFF Jun 26 '15 at 04:22 PM

Actually, I just remembered that we found another report with the same ensure spam, and it appears in that case to involve using a Translucent Material with Responsive AA enabled inside a HUD class with Draw Material Simple.

avatar image ZoltanE Jun 26 '15 at 04:28 PM

Yes! The weapon added it's own crosshair which indeed had responsive AA turned on. Now it's off, no more errors. Thank you!

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