I'm confused by the Skewering modifier and Unbalance status effect, what's so significant about the FIRST Hit/Defend? Wouldn't that be equivalent to just discarding a Hit/Defend?
TesserWract
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LowLevelFatalError [File:Unknown] [Line: 3718] Failed to link program. Current total programs: 102, precompile: 0
ProjectBorealis_Win64_Shipping!FDebug::AssertFailed() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:417]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHICreateBoundShaderState_OnThisThread() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp:3721]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHICreateBoundShaderState_internal() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Public\OpenGLDrv.h:1031]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHISetGraphicsPipelineState() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Public\OpenGLDrv.h:989]
ProjectBorealis_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:577]
ProjectBorealis_Win64_Shipping!FRHICommandListBase::`scalar deleting destructor'()
ProjectBorealis_Win64_Shipping!FRHICommand<FRHICommandWaitForAndSubmitSubList>::ExecuteAndDestruct() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Public\RHICommandList.h:633]
ProjectBorealis_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:577]
ProjectBorealis_Win64_Shipping!FDynamicRHI::LockVertexBuffer_RenderThread() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1964]
ProjectBorealis_Win64_Shipping!FDeferredShadingSceneRenderer::ComputeLightGrid() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightGridInjection.cpp:655]
ProjectBorealis_Win64_Shipping!FDeferredShadingSceneRenderer::Render() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:863]
ProjectBorealis_Win64_Shipping!RenderViewFamily_RenderThread() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:2949]
ProjectBorealis_Win64_Shipping!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [C:\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:829]
ProjectBorealis_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:678]
ProjectBorealis_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:575]
ProjectBorealis_Win64_Shipping!RenderingThreadMain() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:333]
ProjectBorealis_Win64_Shipping!FRenderingThread::Run() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:467]
ProjectBorealis_Win64_Shipping!FRunnableThreadWin::Run() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:76]