I’ve been randomly running into this assert occasionally when hitting Play. For whatever reason if I disconnect a tick exec line, hit play, then reconnect it, the assert doesn’t seem to happen. Does anyone have any insight into this?
Assertion failed: ScreenSizeInTexels >= 0
Thanks.
Note: This assert doesn’t seem to happen when running in DebugGame Editor. And only when hitting Play (Simulation and Launch is fine).
Engine version 4.5 I was lucky because this was debugging session:)
Stack trace:
> UE4Editor-Core-Win64-Debug.dll!StaticFailDebug(const wchar_t * Error, const char * File, int Line, const wchar_t * Description, bool bIsEnsure) Line 186 C++
UE4Editor-Core-Win64-Debug.dll!FDebug::AssertFailed(const char * Expr, const char * File, int Line, const wchar_t * Format, ...) Line 220 C++
UE4Editor-Engine-Win64-Debug.dll!FFloatMipLevel::FromScreenSizeInTexels(float ScreenSizeInTexels) Line 520 C++
UE4Editor-Engine-Win64-Debug.dll!FStreamingManagerTexture::CalcWantedMips(FStreamingTexture & StreamingTexture) Line 4028 C++
UE4Editor-Engine-Win64-Debug.dll!FAsyncTextureStreaming::DoWork() Line 1136 C++
UE4Editor-Engine-Win64-Debug.dll!FAsyncTask<FAsyncTextureStreaming>::DoWork() Line 296 C++
UE4Editor-Engine-Win64-Debug.dll!FAsyncTask<FAsyncTextureStreaming>::DoThreadedWork() Line 318 C++
UE4Editor-Core-Win64-Debug.dll!FQueuedThread::Run() Line 326 C++
UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 71 C++
UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 48 C++
UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc(void * pThis) Line 85 C++
The check(ScreenSizeInTexels >= 0); is hit because
ScreenSizeInTexels = -1.#IND0000