This is a common crash affecting users in 4.16.
User Descriptions
Source Context
1835 // Assert with detailed information if the shader wasn't found for rendering. 1836 // This is usually the result of an incorrect ShouldCache function. 1837 ***** UE_LOG(LogMaterial, Fatal, 1838 TEXT("Couldn't find Shader %s for Material Resource %s!\n") 1839 TEXT(" RenderMeshShaderMap %d, RenderThreadShaderMap %d\n") 1840 TEXT(" GameMeshShaderMap %d, GameThreadShaderMap %d, bShaderWasFoundInGameShaderMap %d\n") 1841 TEXT(" With VF=%s, Platform=%s\n") 1842 TEXT(" ShouldCache: Mat=%u, VF=%u, Shader=%u \n") 1843 TEXT(" MaterialUsageDesc: %s"), 1844 ShaderType->GetName(), *GetFriendlyName(), 1845 MeshShaderMap != nullptr, RenderingThreadShaderMap != nullptr, 1846 CachedGameMeshShaderMap != nullptr, CachedGameThreadShaderMap != nullptr, bShaderWasFoundInGameShaderMap, 1847 VertexFactoryType->GetName(), *LegacyShaderPlatformToShaderFormat(ShaderPlatform).ToString(), 1848 bMaterialShouldCache, bVFShouldCache, bShaderShouldCache, 1849 *MaterialUsage 1850 );
repro steps currently unknown
Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1851] Couldn't find Shader TBasePassVSFNoLightMapPolicy for Material Resource DefaultPostProcessMaterial! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLandscapeVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=0, Shader=1 MaterialUsageDesc: LightingModel=MSM_Unlit, BlendMode UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1838] UE4Editor_Renderer!GetUniformBasePassShaders<0>() [basepassrendering.cpp:772] UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [basepassrendering.cpp:834] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [basepassrendering.h:1034] UE4Editor_Renderer!FDrawBasePassStaticMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:462] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassStaticMeshAction>() [basepassrendering.h:1557] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::AddStaticMesh() [basepassrendering.cpp:511] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [scenecore.cpp:366] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [primitivesceneinfo.cpp:152] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [primitivesceneinfo.cpp:195] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [rendererscene.cpp:511] UE4Editor_Renderer!<lambda_0628b7e343e078d62bb69bb7a0b80e2d>::operator() [rendererscene.cpp:780] UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,<lambda_0628b7e343e078d62bb69bb7a0b80e2d> > >::ExecuteTask() [taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:701] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-47531 in the post.