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Jan 30th, 2023
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  1. LogOutputDevice: Error: === Handled ensure: ===
  2. LogOutputDevice: Error: Ensure condition failed: !GAOGlobalDistanceFieldStaggeredUpdates || NumClipmapUpdateRequests <= GetNumClipmapUpdatesPerFrame() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GlobalDistanceField.cpp] [Line: 1184]
  3. LogOutputDevice: Error: ShouldUpdateClipmapThisFrame needs to be adjusted for the NumClipmaps to even out the work distribution
  4. LogOutputDevice: Error: Stack:
  5. LogOutputDevice: Error: [Callstack] 0x00007ff8a61c7964 UnrealEditor-Renderer.dll!ComputeUpdateRegionsAndUpdateViewState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GlobalDistanceField.cpp:1184]
  6. LogOutputDevice: Error: [Callstack] 0x00007ff8a6213736 UnrealEditor-Renderer.dll!UpdateGlobalDistanceFieldVolume() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GlobalDistanceField.cpp:1884]
  7. LogOutputDevice: Error: [Callstack] 0x00007ff8a6155393 UnrealEditor-Renderer.dll!FSceneRenderer::PrepareDistanceFieldScene() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DistanceFieldObjectManagement.cpp:1048]
  8. LogOutputDevice: Error: [Callstack] 0x00007ff8a615c8dc UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2664]
  9. LogOutputDevice: Error: [Callstack] 0x00007ff8a6cd8d30 UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4385]
  10. LogOutputDevice: Error: [Callstack] 0x00007ff8a6c8fe5a UnrealEditor-Renderer.dll!<lambda_ef66e436fe0af094708bd504a85cce72>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4653]
  11. LogOutputDevice: Error: [Callstack] 0x00007ff8a6cab741 UnrealEditor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,<lambda_ef66e436fe0af094708bd504a85cce72> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206]
  12. LogOutputDevice: Error: [Callstack] 0x00007ff8a6cb3548 UnrealEditor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,<lambda_ef66e436fe0af094708bd504a85cce72> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
  13. LogOutputDevice: Error: [Callstack] 0x00007ff8d0bd257d UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
  14. LogOutputDevice: Error: [Callstack] 0x00007ff8d0bd2ace UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
  15. LogOutputDevice: Error: [Callstack] 0x00007ff8e27cf0f4 UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:415]
  16. LogOutputDevice: Error: [Callstack] 0x00007ff8e27d3444 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:541]
  17. LogOutputDevice: Error: [Callstack] 0x00007ff8d12f3a52 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
  18. LogOutputDevice: Error: [Callstack] 0x00007ff8d12eb860 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
  19. LogOutputDevice: Error: [Callstack] 0x00007ff92a687614 KERNEL32.DLL!UnknownFunction []
  20. LogOutputDevice: Error: [Callstack] 0x00007ff92bb426a1 ntdll.dll!UnknownFunction []
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