Changing the properties of M_Glass and M_Metal_Copper to two sided via the property matrix crashes the editor to desktop. (Note: M_Glass with ANY of the M_Metal Materials except M_Metal_Chrome will Crash according to repro.)
CRASHREPORT:
[Link Removed]
[Link Removed]
1. Open a Blank Project with Starter Content
2. Select M_Glass and M_Metal_Copper
3. Right-Click and open the two materials in the Property Matrix
4. Select Both Materials in Property Matrix
5. Click the Two-Sided to True
RESULTS:
Crash
EXPECTED:
Materials changed to Two-Sided, No Crash
Unknown exception - code 00000001 (first/second chance not available) Couldn't find Shader FHitProxyVS for Material Resource M_Glass! With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=1 Material Usage = MSM_DefaultLit, BLEND_Translucent, TwoSided, TSNormal, Distorted, bUsedWi KERNELBASE + 37901 bytes UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 691 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:112] UE4Editor_Core!FMsg::Logf__VA() + 570 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:547] UE4Editor_Engine!FMaterial::GetShader() + 570 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\engine\private\materials\materialshared.cpp:1416] UE4Editor_Renderer!FHitProxyDrawingPolicy::FHitProxyDrawingPolicy() + 242 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\renderer\private\scenehitproxyrendering.cpp:171] UE4Editor_Renderer!FHitProxyDrawingPolicyFactory::AddStaticMesh() + 177 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\renderer\private\scenehitproxyrendering.cpp:264] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() + 154 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\renderer\private\scenecore.cpp:300] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() + 401 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:137] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() + 244 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:179] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() + 824 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\renderer\private\rendererscene.cpp:165] UE4Editor_Renderer!`FScene::AddPrimitive'::`27'::EURCMacro_FAddPrimitiveCommand::DoTask() + 226 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\renderer\private\rendererscene.cpp:341] UE4Editor_Renderer!TGraphTask<`FScene::AddPrimitive'::`27'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() + 362 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\async\taskgraphinterfaces.h:657] UE4Editor_Core!FTaskThread::ProcessTasks() + 2860 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\async\taskgraph.cpp:338] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\async\taskgraph.cpp:177] UE4Editor_RenderCore!RenderingThreadMain() + 153 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\rendercore\private\renderingthread.cpp:220] UE4Editor_RenderCore!FRenderingThread::Run() + 78 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\rendercore\private\renderingthread.cpp:320] UE4Editor_Core!FRunnableThreadWin::Run() + 86 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:69] UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] kernel32 + 88557 bytes ntdll + 181569 bytes
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
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Target Fix | 4.8 |
Fix Commit | 2521721 |
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Created | Aug 18, 2014 |
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Resolved | Apr 22, 2015 |
Updated | Apr 27, 2018 |