Hello there, we are using a photo mode in our game and we’ve had report from users of a crash when pressing the take picture button (which executes the highresscreenshot command under the hood)
I myself tried it at runtime in PIE and indeed I am getting a crash with the following log.
Thank you for any clarification that you might be able to provide!
Edit: despite my research, upon posting this topic, a related topic appeared below in the feed with the same exact issue being resolved from updating to the latest version, so I will try that and mark as resolved if issue is fixed! Thank you and sorry for the duplicate if the error proved to be identical.
Assertion failed: (TargetTexture->GetName() == L"BufferedRT") || (TargetTexture->GetName() == L"BackbufferReference") || (TargetTexture->GetName() == L"FD3D11Viewport::GetSwapChainSurface") || (5 == 4) || ((5 == 5 && 4 < 1)) [File:C:\Users\Max\Documents\TreasureIsland\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineViewExtension.cpp] [Line: 285]
UnrealEditor_StreamlineCore!FStreamlineViewExtension::AddTrackedView() [C:\Users\Max\Documents\TreasureIsland\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineViewExtension.cpp:281]
UnrealEditor_StreamlineCore!FStreamlineViewExtension::PostProcessPassAtEnd_RenderThread() [C:\Users\Max\Documents\TreasureIsland\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineViewExtension.cpp:454]
UnrealEditor_StreamlineCore!TBaseRawMethodDelegateInstance<0,FStreamlineViewExtension,FScreenPassTexture __cdecl(FRDGBuilder &,FSceneView const &,FPostProcessMaterialInputs const &),FDefaultDelegateUserPolicy>::Execute() [C:\Program Files\Epic Games\UE_5.4\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:518]
UnrealEditor_Renderer!`FComputeShaderUtils::AddPass<FSetupExposureIlluminanceCS>'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\PostProcessing.cpp:558]
UnrealEditor_Renderer!AddPostProcessingPasses() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\PostProcessing.cpp:1331]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3377]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4832]
UnrealEditor_Renderer!`UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<`FSceneCullingBuilder::UploadToGPU'::`51'::<lambda_1> >'::`12'::<l() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5121]
UnrealEditor_RenderCore!`FRenderCommandPipeRegistry::StopRecording'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1751]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:413]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:539]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]