Hi everyone,
I’m encountering a crash in Unreal Engine 5.4 when using the “HighResShot” console command while Frame Generation is enabled. Here’s the crash message I’m getting:
Assertion failed: (TargetTexture->GetName() == L"BufferedRT") || (TargetTexture->GetName() == L"BackbufferReference") || (TargetTexture->GetName() == L"FD3D11Viewport::GetSwapChainSurface") || (5 == 4) || ((5 == 5 && 4 < 1))
[File:C:\Users\Dylan\Documents\Unreal Projects\TED\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineViewExtension.cpp]
[Line: 285]UnrealEditor_StreamlineCore!FStreamlineViewExtension::AddTrackedView()
[C:\Users\Dylan\Documents\Unreal Projects\TED\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineViewExtension.cpp:281]UnrealEditor_StreamlineCore!FStreamlineViewExtension::PostProcessPassAtEnd_RenderThread()
[C:\Users\Dylan\Documents\Unreal Projects\TED\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineViewExtension.cpp:454]UnrealEditor_StreamlineCore!TBaseRawMethodDelegateInstance<0,FStreamlineViewExtension,FScreenPassTexture __cdecl(FRDGBuilder &,FSceneView const &,FPostProcessMaterialInputs const &),FDefaultDelegateUserPolicy>::Execute()
[E:\EpicGames\UE_5.4\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:518]
It seems to be related to the StreamlineViewExtension plugin. Has anyone else encountered this issue, or is there a workaround to fix this crash while keeping Frame Generation active? Disabling Frame Generation seems to avoid the crash, but I’d like to keep it enabled if possible.
Thanks in advance!