A crash occurs when setting the WorldGridMaterial from the Engine Content to the Unlit Shading Model and pressing apply.
1. Open any new or existing project.
2. Open the WorldGridMaterial from the Engine Content.
3. Set the Shading Model to Unlit.
4. Press Apply.
Outcome Crash occurs after applying the changes.
Expected The shader is saved using the Unlit shader model.
Fatal error: [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1805] Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly for Material Resource WorldGridMaterial! With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=0 MaterialUsageDesc: LightingModel=MSM_Unlit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={} UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1796] UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:801] UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::AddStaticMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1010] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:326] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:152] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:195] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:505] UE4Editor_Renderer!`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand::DoTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:744] UE4Editor_Renderer!TGraphTask<`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Graphics Features |
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Affects Versions | 4.14.3, 4.15, 4.21 |
Target Fix | 4.23 |
Created | Mar 13, 2017 |
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Resolved | Sep 23, 2019 |
Updated | Feb 11, 2020 |