This isn't a hard crash, but a "verify(...)" from MaterialExpressions.cpp, line 559.
1. Open the attached test project.
2. Open M_AtlasRowCrash material.
3. Copy and Paste the CurveAtlasRowParameter Expression.
4. Observe the verify(...) that is hit (crash without debugger, breakpoint with debugger).
> UnrealEditor-Engine.dll!ValidateParameterNameInternal(UMaterialExpression * ExpressionToValidate, UMaterial * OwningMaterial, const bool bAllowDuplicateName) Line 559 C++
UnrealEditor-MaterialEditor.dll!FMaterialEditor::PasteNodesHere(const UE::Math::TVector2<double> & Location, const UEdGraph * Graph) Line 5980 C++
UnrealEditor-MaterialEditor.dll!FMaterialEditor::PasteNodes() Line 5852 C++
[Inline Frame] UnrealEditor-MaterialEditor.dll!Invoke(void(FMaterialEditor::*)()) Line 66 C++
[Inline Frame] UnrealEditor-MaterialEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FMaterialEditor::*)() &) Line 311 C++
UnrealEditor-MaterialEditor.dll!TBaseSPMethodDelegateInstance<0,FMaterialEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 298 C++
UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() Line 570 C++
UnrealEditor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 235 C++
UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179 C++
UnrealEditor-GraphEditor.dll!SGraphEditorImpl::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 163 C++
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2>::operator()(const FArrangedWidget &) Line 4714 C++
UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent, `FSlateApplication::ProcessKeyDownEvent'::`22'::<lambda_2>>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 447 C++
[Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 416 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4710 C++
UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4621 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2066 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2738 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1099 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 931 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 937 C++
[External Code]
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 119 C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 148 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5749 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201499 in the post.
0 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.3 |
Created | Nov 29, 2023 |
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Updated | May 15, 2024 |