This appears to be a general crash when a SingleLayerWater material is assigned to a Nanite Mesh.
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 40] Shader requested a global uniform buffer of type 'SingleLayerWater' at static slot '[Name: DeferredDecals, Slot: 0]', 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(). UnrealEditor_RHICore!UE::RHICore::ValidateStaticUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp:36]UnrealEditor_D3D12RHI!UE::RHICore::ApplyStaticUniformBuffers<FD3D12CommandContext,FD3D12PixelShader>() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Public\RHICoreShader.h:53]UnrealEditor_D3D12RHI!FD3D12CommandContext::RHISetGraphicsPipelineState() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:855]UnrealEditor_RHI!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1541>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1105]UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]UnrealEditor_RHI!<lambda_7c0987cca588ef3020504727c4b1ede2>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:799]UnrealEditor_RHI!TRHILambdaCommand<FRHICommandListImmediate,<lambda_7c0987cca588ef3020504727c4b1ede2> >::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:457]UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]UnrealEditor_RHI!<lambda_720a96d581de9603c136416f02291598>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:899]UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]UnrealEditor_RenderCore!FRHIThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:333]UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-187553 in the post.
0 |
Component | UE - Rendering Architecture |
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Affects Versions | 5.2 |
Target Fix | 5.3 |
Fix Commit | 24678679 |
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Created | Jun 1, 2023 |
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Resolved | Jun 1, 2023 |
Updated | Jun 1, 2023 |