Crash occurs when Forward Shading is enabled in Forward Rendering Options
User noted that if "Support Stationary Skylight" in Project Settings > Rendering > Shader Permutation Reduction is disabled, crash does not occur, but skylight is no longer dynamic
Issue occurs in 4.17.2 CL 3658906, 4.18.0 CL 3709383, and 4.19 Main
Expected: Landscape Layer Info added to Landscape
Result: Editor crashes
Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1892] Couldn't find Shader TBasePassPSFCachedPointIndirectLightingPolicySkylight for Material Resource M_Landscape! RenderMeshShaderMap 1, RenderThreadShaderMap 1 GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=0, VF=1, Shader=1 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={} UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414] UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1879] UE4Editor_Renderer!GetUniformBasePassShaders<3>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:847] UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:909] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1046] UE4Editor_Renderer!FDrawBasePassStaticMeshAction::Process<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:470] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassStaticMeshAction>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1591] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::AddStaticMesh() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:519] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:379] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:151] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:204] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:518] UE4Editor_Renderer!<lambda_0628b7e343e078d62bb69bb7a0b80e2d>::operator()() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:788] UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,<lambda_0628b7e343e078d62bb69bb7a0b80e2d> > >::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
Why does the REMOVE method of map container remove elements have memory leaks?
What is the difference between Camera and CineCamera?
How to delete some elements correctly when deleting an array loop?
PackagingResults: Error: Unknown Error, UE 5.0.3
How to implement springarm components to scale according to mouse position in spawn?
Head over to the existing Questions & Answers thread and let us know what's up.
8 |
Component | UE - LD & Modeling - Terrain - Landscape |
---|---|
Affects Versions | 4.17, 4.18, 4.19 |
Target Fix | 4.19 |
Created | Nov 7, 2017 |
---|---|
Resolved | Nov 9, 2017 |
Updated | Apr 27, 2018 |