Description

This is not a regression. Tested //UE5/Release-5.1 CL23901901

Within Water Body Custom setting the Water Mesh Override to a Nanite mesh causes a crash. This seems to be the case with any Nanite enabled mesh not just the Cube from the reproduction steps.

Steps to Reproduce
  1. Create or open any project
  2.  In the Menu Bar select Edit > Plugins then search for and enable the Water plugin
  3. Restart the Editor
  4. In the Content Browser select Settings then ensure Show Engine Content is enabled
  5. Navigate to Engine > Content > BasicShapes
  6. Right click the Cube static mesh then select Nanite > Nanite
  7. In the Place Actors panel search for and place Water Body Custom in the level
  8. In the Details panel of the Water Body Custom set Water Mesh Override to the Nanite enabled Cube

Expected Results:
The Cube because the mesh for the Water Body Custom or is prevented from being selected.

Actual Results:
The Editor crashes with a Fatal Error.

Callstack
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.dll!UE::RHICore::ValidateStaticUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp:36]
UnrealEditor-D3D12RHI.dll!UE::RHICore::ApplyStaticUniformBuffers<FD3D12CommandContext,FD3D12PixelShader>() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Public\RHICoreShader.h:53]
UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHISetGraphicsPipelineState() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:855]
UnrealEditor-RHI.dll!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1541>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1105]
UnrealEditor-RHI.dll!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]
UnrealEditor-RHI.dll!<lambda_7c0987cca588ef3020504727c4b1ede2>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:799]
UnrealEditor-RHI.dll!TRHILambdaCommand<FRHICommandListImmediate,<lambda_7c0987cca588ef3020504727c4b1ede2> >::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:457]
UnrealEditor-RHI.dll!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]
UnrealEditor-RHI.dll!<lambda_720a96d581de9603c136416f02291598>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:899]
UnrealEditor-RHI.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor-RenderCore.dll!FRHIThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:333]
UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
KERNEL32.DLL!UnknownFunction []
ntdll.dll!UnknownFunction []

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Cannot Reproduce
ComponentUE - LD & Modeling - Terrain - Water
Affects Versions5.2.1
Target Fix5.3
Fix Commit24545925
CreatedJun 28, 2023
ResolvedJun 28, 2023
UpdatedAug 17, 2023