Unable to load open world/kite demo in editor, assert failed

Hello all

ever since it came out I was trying to get the awesome Kite Demo open in the editor but to no avail. :frowning:

I am on current master branch, supposedly with all the 4.8 features and maybe more…getting the following error in the project logs:

"Assertion failed: IsVelocityFunc(RHICmdList) [File:C:\GitHub\UnrealEngine\master\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp] [Line: 1163] "

In the changes we made to the engine we never toughed these parts, so we would expect them to be the same as “vanilla”. No idea why that part would fail.

I hope you guys can help us getting this awesome piece of tech up and running in the editor.

edit: Call Stack:

Assertion failed: IsVelocityFunc(RHICmdList) [File:C:\GitHub\UnrealEngine\master\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp] [Line: 1145] 



KERNELBASE.dll
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [c:\github\unrealengine\master\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [c:\github\unrealengine\master\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor-Core.dll!FDebug::AssertFailed() [c:\github\unrealengine\master\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor-Engine.dll!FPreviousPerBoneMotionBlur::StartAppend() [c:\github\unrealengine\master\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:1147]
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderBasePass() [c:\github\unrealengine\master\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1517]
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [c:\github\unrealengine\master\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:962]
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [c:\github\unrealengine\master\engine\source\runtime\renderer\private\scenerendering.cpp:1497]
UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`17'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [c:\github\unrealengine\master\engine\source\runtime\core\public\async\taskgraphinterfaces.h:758]
UE4Editor-Core.dll!FTaskThread::ProcessTasks() [c:\github\unrealengine\master\engine\source\runtime\core\private\async\taskgraph.cpp:497]
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() [c:\github\unrealengine\master\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor-RenderCore.dll!RenderingThreadMain() [c:\github\unrealengine\master\engine\source\runtime\rendercore\private\renderingthread.cpp:308]
UE4Editor-RenderCore.dll!FRenderingThread::Run() [c:\github\unrealengine\master\engine\source\runtime\rendercore\private\renderingthread.cpp:409]
UE4Editor-Core.dll!FRunnableThreadWin::Run() [c:\github\unrealengine\master\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [c:\github\unrealengine\master\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:31]
KERNEL32.DLL
ntdll.dll
ntdll.dll

Thanks in advance :slight_smile:

Ruben

Hello,

When you say you are on “Master branch”, do you mean the 4.8 released branch or Master?

Running on the latest revision is always interesting, as it’s possible that it’s actually broken.

Master == Master != Release :wink:

so yeah, latest “Master”. I am aware that there may very well be changes in between that can break things.

In this one particularly the efforts of parallelizing the renderer and/or the new motion blur algo.
I ended up commenting out the offending check() for now which circumvents the issue but doesn’t fix it.

Hi Ruben -

I was able to test yesterday’s GitHub Binary from Master and it does cause a crash on load, but it does appear that today’s current Binary Release does not cause a crash. Can you confirm?

Thank You

Eric Ketchum

Confirmed!

Realese and/or 4.8 binaries are fine

Master/promoted ==> crash

Hi Eric,

seems like there was some change recently in master that has fixed this for now.

I reverted my local workaround and pulled the latest stuff from Epic/Master - et voila

No idea what change exactly fixed the issue but as of now I can load the map and also the weird graphical glitches are gone - YAY :smiley:

Thanks for your assistance!

Keep on being Epic!

Ruben