UDN: [Link Removed]
In order to make it easier to track down (future) assets that could cause this crash we modified EmitNullShaderParameterFatalError() to also dump the asset filename if possible: void EmitNullShaderParameterFatalError(const TShaderRef<FShader>& Shader, const FShaderParametersMetadata* ParametersMetadata, uint16 MemberOffset) { FString MemberName = ParametersMetadata->GetFullMemberCodeName(MemberOffset); const TCHAR* ShaderClassName = Shader.GetType()->GetName(); FString OwnerName("File unknown"); #if !UE_BUILD_SHIPPING const FShaderMapBase* ShaderMap = Shader.GetShaderMap(); if (ShaderMap) { FShaderMapResource* ShaderResource = ShaderMap->GetResource(); if (ShaderResource) { OwnerName = ShaderResource->GetOwnerName().ToString(); } } #endif UE_LOG(LogShaders, Fatal, TEXT("%s's required shader parameter %s::%s was not set. [%s]"), ShaderClassName, ParametersMetadata->GetStructTypeName(), *MemberName, *OwnerName); } Q. Do we need to "guard" this with an #if RHI_ENABLE_RESOURCE_INFO ... #endif ?
Status update on UE-21075 and UE-20622?
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Teleporter in the Creative Hub is Locked and cannot be accessed
Lighting Turns Black in Play Mode
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210422 in the post.