Setting "Use Dynamic Material Instance" to true in the landscape details will cause the editor to crash.
Reproduced in 4.19.0 CL 3944462 and 4.20 Main. This feature is not available in 4.18.3.
Result: Editor will crash
Expected: MaterialInstanceDynamic will be generated for Landscape components
Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1928] Couldn't find Shader TBasePassVSFCachedPointIndirectLightingPolicy for Material Resource TestMAt! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, 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-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1915] UE4Editor_Renderer!GetUniformBasePassShaders<3>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:868] UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:936] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1040] UE4Editor_Renderer!FDrawBasePassStaticMeshAction::Process<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:504] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassStaticMeshAction>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1578] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::AddStaticMesh() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:548] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:379] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:153] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:210] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:646] UE4Editor_Renderer!<lambda_0628b7e343e078d62bb69bb7a0b80e2d>::operator()() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:916] UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,<lambda_0628b7e343e078d62bb69bb7a0b80e2d> > >::ExecuteTask() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:331] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:465] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-56453 in the post.
5 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.19 |
Target Fix | 4.19.1 |
Fix Commit | 3986353 |
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Created | Mar 23, 2018 |
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Resolved | Apr 5, 2018 |
Updated | May 4, 2018 |