This is a regression.
Separate Translucency causes crash with iOS and Android Vulkan preview.
Expected Results:
The Material compiles and saves without issue.
Actual Results:
Editor Crashes:
Shader requested a global uniform buffer of type 'MobileBasePass' at static slot '[Name: SceneTextures, Slot: 3]', but it was null. The uniform buffer should be bound using RHICmdList.SetStaticUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER().
LogWindows: Error: === Critical error: === LogWindows: Error: LogWindows: Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 40] LogWindows: Error: Shader requested a global uniform buffer of type 'MobileBasePass' at static slot '[Name: SceneTextures, Slot: 3]', but it was null. The uniform buffer should be bound using RHICmdList.SetStaticUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER(). LogWindows: Error: LogWindows: Error: LogWindows: Error: LogWindows: Error: LogWindows: Error: [Callstack] 0x00007ff93809846e UnrealEditor-RHICore.dll!UE::RHICore::ValidateStaticUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp:36] LogWindows: Error: [Callstack] 0x00007ff937e93a47 UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHISetGraphicsPipelineState() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:763] LogWindows: Error: [Callstack] 0x00007ff97873839a UnrealEditor-RHI.dll!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1293>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:768] LogWindows: Error: [Callstack] 0x00007ff97873cd91 UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:498] LogWindows: Error: [Callstack] 0x00007ff97872253f UnrealEditor-RHI.dll!FExecuteRHIThreadTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:560] LogWindows: Error: [Callstack] 0x00007ff97873f075 UnrealEditor-RHI.dll!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975] LogWindows: Error: [Callstack] 0x00007ff9518c3a9d UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753] LogWindows: Error: [Callstack] 0x00007ff9518c3f3e UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642] LogWindows: Error: [Callstack] 0x00007ff9518c42e1 UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115] LogWindows: Error: [Callstack] 0x00007ff950d4a16d UnrealEditor-RenderCore.dll!FRHIThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:325] LogWindows: Error: [Callstack] 0x00007ff951f983ab UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146] LogWindows: Error: [Callstack] 0x00007ff951f913b0 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:76] LogWindows: Error: [Callstack] 0x00007ff9e7027c24 KERNEL32.DLL!UnknownFunction [] LogWindows: Error: [Callstack] 0x00007ff9e818d721 ntdll.dll!UnknownFunction [] LogWindows: Error: LogWindows: Error: Crash in runnable thread RHIThread
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-151059 in the post.
5 |
Component | UE - Platform - Mobile |
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Affects Versions | 5.0.1 |
Target Fix | 5.0.3 |
Created | May 4, 2022 |
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Resolved | May 27, 2022 |
Updated | Jan 25, 2023 |