This is a common and longstanding crash that has occurred since at least 4.11. However users have not provided any descriptions of their actions when the crash occurred.
Source Context
107 /** 108 * Either creates a new instance of this type or returns an equivalent existing shader. 109 * @param Material - The material to link the shader with. 110 * @param CurrentJob - Compile job that was enqueued by BeginCompileShader. 111 */ 112 FShader* FMeshMaterialShaderType::FinishCompileShader( 113 const FUniformExpressionSet& UniformExpressionSet, 114 const FSHAHash& MaterialShaderMapHash, 115 const FShaderCompileJob& CurrentJob, 116 const FShaderPipelineType* ShaderPipelineType, 117 const FString& InDebugDescription) 118 { 119 check(CurrentJob.bSucceeded); 120 ***** check(CurrentJob.VFType); 121 122 FShaderType* SpecificType = CurrentJob.ShaderType->LimitShaderResourceToThisType() ? CurrentJob.ShaderType : NULL;
repro steps currently unknown
Assertion failed: CurrentJob.bSucceeded [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MeshMaterialShader.cpp] [Line: 120] UE4Editor_Engine!FMeshMaterialShaderType::FinishCompileShader() [meshmaterialshader.cpp:121] UE4Editor_Engine!FMaterialShaderMap::ProcessCompilationResultsForSingleJob() [materialshader.cpp:1444] UE4Editor_Engine!FMaterialShaderMap::ProcessCompilationResults() [materialshader.cpp:1506] UE4Editor_Engine!FShaderCompilingManager::ProcessCompiledShaderMaps() [shadercompiler.cpp:1788] UE4Editor_Engine!FShaderCompilingManager::ProcessAsyncResults() [shadercompiler.cpp:2391] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3315] UE4Editor!GuardedMain() [launch.cpp:166] 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-52918 in the post.