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Crash on Unreal 5.5 #4

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JDadders opened this issue Dec 17, 2024 · 4 comments
Open

Crash on Unreal 5.5 #4

JDadders opened this issue Dec 17, 2024 · 4 comments

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@JDadders
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PIE with a LiquidShader enabled blueprint in Unreal 5.5 causes the following crash:

`Assertion failed: SRVRef->GetDesc().Buffer.SRV.BufferType != FRHIViewDesc::EBufferType::Typed [File:C:\Program Files\Epic Games\UE_5.5\Engine\Source\Runtime\RHI\Public\RHICommandList.h] [Line: 976]
Typed buffer should be created using CreateShaderResourceView where Format is specified.

UnrealEditor_UTC_LiquidShaderCS_Win64_DebugGame!FUTC_LiquidShaderCSManager::Execute_IntersectionRenderThread() [F:\DEV\TheLongWalk\TheLongWalk\Plugins\UTC_LiquidShader\Source\UTC_LiquidShaderCS\Private\UTC_LiquidShaderCSManager.cpp:89]
UnrealEditor_UTC_LiquidShaderCS_Win64_DebugGame!FUTC_LiquidShaderCSManager::PerformIntersection'::2'::<lambda_1>::operator()() [F:\DEV\TheLongWalk\TheLongWalk\Plugins\UTC_LiquidShader\Source\UTC_LiquidShaderCS\Private\UTC_LiquidShaderCSManager.cpp:55]
UnrealEditor_UTC_LiquidShaderCS_Win64_DebugGame!UE::Core::Private::Function::TFunctionRefCaller<FUTC_LiquidShaderCSManager::PerformIntersection'::2'::<lambda_1>,void,FRHICommandListImmediate &>::Call() [C:\Program Files\Epic Games\UE_5.5\Engine\Source\Runtime\Core\Public\Templates\Function.h:321]
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll`

@anurag1018
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Facing the same issue in Unreal 5.4

@tachyon3
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tachyon3 commented Jan 25, 2025

I was able to get it working in my UE 5.5.1 blueprint project. I created a new C++ project and compiled the plugin for 5.5, copied the plugin folder over to my BP project and it works fine.

I updated the UTC_LiquidShader.uplugin file to 5.5.0 ("EngineVersion": "5.5.0") and compiled it with C:\Program Files\Epic Games\UE_5.5\Engine\Build\BatchFiles\Build.bat Development Win64 -Project="D:\Unreal Projects\plugins-test\plugins_test.uproject" -ModuleName=UTC_LiquidShader -TargetType=Editor

@CadenLoll
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I was able to get it working in my UE 5.5.1 blueprint project. I created a new C++ project and compiled the plugin for 5.5, copied the plugin folder over to my BP project and it works fine.

I updated the UTC_LiquidShader.uplugin file to 5.5.0 ("EngineVersion": "5.5.0") and compiled it with C:\Program Files\Epic Games\UE_5.5\Engine\Build\BatchFiles\Build.bat Development Win64 -Project="D:\Unreal Projects\plugins-test\plugins_test.uproject" -ModuleName=UTC_LiquidShader -TargetType=Editor

Could you share/upload the 5.5 compiled files?

@Muon1107
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Muon1107 commented Feb 15, 2025

Not really a proper fix, but I found in LiquidShaderComponent.cpp the call to IntersectionCS->PerformFill(CapRTInstance); appears to be causing the crash. I removed this line, compiled and did some basic tests such as rotating the bottle. The removal of that line will probably break some functionality, but so far it seems fine for my purposes. I added a release to my fork - https://github.com/Muon1107/UTC_LiquidShader

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