This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. It appears to crash without a project loaded, and only for non-vanilla builds (source compiled?).
Source Context
1797 if (!bSuccess) 1798 { 1799 // Propagate error messages 1800 Material->CompileErrors = Errors; 1801 MaterialsToUpdate.Add( Material, NULL ); 1802 1803 if (Material->IsDefaultMaterial()) 1804 { 1805 // Log the errors unsuppressed before the fatal error, so it's always obvious from the log what the compile error was 1806 for (int32 ErrorIndex = 0; ErrorIndex < Errors.Num(); ErrorIndex++) 1807 { 1808 UE_LOG(LogShaderCompilers, Warning, TEXT(" %s"), *Errors[ErrorIndex]); 1809 } 1810 // Assert if a default material could not be compiled, since there will be nothing for other failed materials to fall back on. 1811 ***** UE_LOG(LogShaderCompilers, Fatal,TEXT("Failed to compile default material %s!"), *Material->GetBaseMaterialPathName()); 1812 } 1813 1814 UE_ASSET_LOG(LogShaderCompilers, Warning, *Material->GetBaseMaterialPathName(), TEXT("Failed to compile Material for platform %s, Default Material will be used in game."), 1815 *LegacyShaderPlatformToShaderFormat(ShaderMap->GetShaderPlatform()).ToString()); 1816 1817 for (int32 ErrorIndex = 0; ErrorIndex < Errors.Num(); ErrorIndex++) 1818 { 1819 FString ErrorMessage = Errors[ErrorIndex]; 1820 // Work around build machine string matching heuristics that will cause a cook to fail 1821 ErrorMessage.ReplaceInline(TEXT("error "), TEXT("err0r "), ESearchCase::CaseSensitive); 1822 UE_LOG(LogShaderCompilers, Log, TEXT(" %s"), *ErrorMessage); 1823 } 1824 }
repro steps currently unknown
Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 1812] Failed to compile default material /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial! UE4Editor_Engine!FShaderCompilingManager::ProcessCompiledShaderMaps() [shadercompiler.cpp:1812] UE4Editor_Engine!FShaderCompilingManager::FinishCompilation() [shadercompiler.cpp:2277] UE4Editor_Engine!FMaterialShaderMap::Compile() [materialshader.cpp:1410] UE4Editor_Engine!FMaterial::BeginCompileShaderMap() [materialshared.cpp:1799] UE4Editor_Engine!FMaterial::CacheShaders() [materialshared.cpp:1725] UE4Editor_Engine!FMaterial::CacheShaders() [materialshared.cpp:1607] UE4Editor_Engine!UMaterial::CacheShadersForResources() [material.cpp:2317] UE4Editor_Engine!UMaterial::CacheResourceShadersForRendering() [material.cpp:2235] UE4Editor_Engine!UMaterial::PostLoad() [material.cpp:2942] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:988] UE4Editor_Engine!UMaterialInterface::PostLoadDefaultMaterials() [material.cpp:495] UE4Editor_Engine!UMaterialInterface::PostLoad() [materialinterface.cpp:89] UE4Editor_Engine!UMaterial::PostLoad() [material.cpp:2743] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:988] UE4Editor_CoreUObject!EndLoad() [uobjectglobals.cpp:1588] UE4Editor_CoreUObject!LoadPackageInternal() [uobjectglobals.cpp:1333] UE4Editor_CoreUObject!LoadPackage() [uobjectglobals.cpp:1430] UE4Editor_CoreUObject!ResolveName() [uobjectglobals.cpp:798] UE4Editor_CoreUObject!StaticLoadObjectInternal() [uobjectglobals.cpp:886] UE4Editor_CoreUObject!StaticLoadObject() [uobjectglobals.cpp:953] UE4Editor_Engine!ConstructorHelpersInternal::FindOrLoadObject<UStaticMesh>() [constructorhelpers.h:35] UE4Editor_Engine!ConstructorHelpers::FObjectFinder<UStaticMesh>::FObjectFinder<UStaticMesh>() [constructorhelpers.h:108] UE4Editor_Engine!UCameraComponent::UCameraComponent() [cameracomponent.cpp:33] UE4Editor_CoreUObject!UClass::CreateDefaultObject() [class.cpp:2728] UE4Editor_CoreUObject!FObjectInitializer::CreateDefaultSubobject() [uobjectglobals.cpp:3688] UE4Editor_CoreUObject!UObject::CreateDefaultSubobject() [obj.cpp:105] UE4Editor_Engine!ACameraActor::ACameraActor() [cameraactor.cpp:23] UE4Editor_CoreUObject!UClass::CreateDefaultObject() [class.cpp:2728] UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [uobjectbase.cpp:791] UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [uobjectbase.cpp:869] UE4Editor!FEngineLoop::PreInit() [launchengineloop.cpp:1870] UE4Editor!GuardedMain() [launch.cpp:127] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51719 in the post.