Editor crashes when importing an .abc file as a skeletal mesh and the assets materials already exist inside the project.
-Materials need exist inside project before import
-If the .abc file is imported first and the materials are then brought into the project the project will not crash, however if the asset is reimported crash will occur
-Crash does not occur with a static mesh but the mesh also does not import
-No crash occurs and asset imports when imported as a Geometry Cache
-Don't have assets to test if this occurs in 4.18.3
or
Expected: Editor does not crash on import of .abc file as a skeletal mesh when Find Materials is selected and the materials already exist inside the project
Result: Editor crashes on import of .abc file as a skeletal mesh when Find Materials is selected and the materials already exist inside the project
LoginId:bdcd2df1437ec38ad0d19c85e30ff2d1 EpicAccountId:1ed52ca976af4368b6c30d11b7cdc18f Fatal error: [File:D:\Ridley_DevMain\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1803] Couldn't find Shader TBasePassVSFNoLightMapPolicy for Material Resource M_Rock! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=TGPUSkinVertexFactoryfalse, Platform=PCD3D_SM5 ShouldCache: Mat=1, 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={bUsedWithSkeletalMesh,bUsedWithMorphTargets} UE4Editor_Core!FDebug::AssertFailed() [d:\ridley_devmain\engine\source\runtime\core\private\misc\assertionmacros.cpp:425] UE4Editor_Engine!FMaterial::GetShader() [d:\ridley_devmain\engine\source\runtime\engine\private\materials\materialshared.cpp:1790] UE4Editor_Renderer!GetUniformBasePassShaders<0>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:698] UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:766] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.h:736] UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:480] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.h:1262] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:540] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:1124] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:1333] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:946] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\ridley_devmain\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:969] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\ridley_devmain\engine\source\runtime\renderer\private\scenerendering.cpp:2854] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\ridley_devmain\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\ridley_devmain\engine\source\runtime\core\private\async\taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\ridley_devmain\engine\source\runtime\core\private\async\taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [d:\ridley_devmain\engine\source\runtime\rendercore\private\renderingthread.cpp:333] UE4Editor_RenderCore!FRenderingThread::Run() [d:\ridley_devmain\engine\source\runtime\rendercore\private\renderingthread.cpp:467] UE4Editor_Core!FRunnableThreadWin::Run() [d:\ridley_devmain\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
LoginId:bdcd2df1437ec38ad0d19c85e30ff2d1 EpicAccountId:1ed52ca976af4368b6c30d11b7cdc18f 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 TBasePassVSFNoLightMapPolicy for Material Resource M_Rock! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=TGPUSkinVertexFactoryfalse, Platform=PCD3D_SM5 ShouldCache: Mat=1, 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={bUsedWithSkeletalMesh,bUsedWithMorphTargets} 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<0>() [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!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:649] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1578] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:709] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1162] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1369] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:984] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:989] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2749] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::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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2 |
Component | OLD - Anim |
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Affects Versions | 4.19.2, 4.20, 4.21 |
Target Fix | 4.21 |
Created | Jun 8, 2018 |
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Resolved | Oct 22, 2018 |
Updated | Jan 17, 2019 |