This is a common crash that has occurred since at least 4.16. The one user comment mentions a plugin, but many of the crashes occur on vanilla builds.
User Descriptions
Source Context
1849 int BreakPoint = 0; 1850 1851 // Assert with detailed information if the shader wasn't found for rendering. 1852 // This is usually the result of an incorrect ShouldCache function. 1853 ***** UE_LOG(LogMaterial, Fatal, 1854 TEXT("Couldn't find Shader %s for Material Resource %s!\n") 1855 TEXT(" RenderMeshShaderMap %d, RenderThreadShaderMap %d\n") 1856 TEXT(" GameMeshShaderMap %d, GameThreadShaderMap %d, bShaderWasFoundInGameShaderMap %d\n") 1857 TEXT(" With VF=%s, Platform=%s\n") 1858 TEXT(" ShouldCache: Mat=%u, VF=%u, Shader=%u \n") 1859 TEXT(" MaterialUsageDesc: %s"), 1860 ShaderType->GetName(), *GetFriendlyName(), 1861 MeshShaderMap != nullptr, RenderingThreadShaderMap != nullptr, 1862 CachedGameMeshShaderMap != nullptr, CachedGameThreadShaderMap != nullptr, bShaderWasFoundInGameShaderMap, 1863 VertexFactoryType->GetName(), *LegacyShaderPlatformToShaderFormat(ShaderPlatform).ToString(), 1864 bMaterialShouldCache, bVFShouldCache, bShaderShouldCache, 1865 *MaterialUsage 1866 );
repro steps currently unknown
Fatal error: [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1867] Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly for Material Resource WorldGridMaterial! RenderMeshShaderMap 1, RenderThreadShaderMap 1 GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=0 MaterialUsageDesc: LightingModel=MSM_Unlit, Bl UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1854] UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [shadowdepthrendering.cpp:802] UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::DrawDynamicMesh() [shadowdepthrendering.cpp:1113] UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthDynamic() [shadowdepthrendering.cpp:1439] UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthInner() [shadowdepthrendering.cpp:1968] UE4Editor_Renderer!FProjectedShadowInfo::RenderDepth() [shadowdepthrendering.cpp:2073] UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMapAtlases() [shadowdepthrendering.cpp:2194] UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMaps() [shadowdepthrendering.cpp:2239] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:811] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1849] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:650] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:559] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:325] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:459] 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-49453 in the post.