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]
Head over to the existing Questions & Answers thread and let us know what's up.
8 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.17, 4.18, 4.19 |
Target Fix | 4.19 |
Created | Nov 7, 2017 |
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Resolved | Nov 9, 2017 |
Updated | Apr 27, 2018 |