Description

No user comments in crash group

 1785       int BreakPoint = 0;
 1786       
 1787       // Assert with detailed information if the shader wasn't found for rendering.  
 1788       // This is usually the result of an incorrect ShouldCache function.
 1789 ***** UE_LOG(LogMaterial, Fatal,
 1790       TEXT("Couldn't find Shader %s for Material Resource %s!\n")
 1791       TEXT("RenderMeshShaderMap %d, RenderThreadShaderMap %d\n")
 1792       TEXT("GameMeshShaderMap %d, GameThreadShaderMap %d, bShaderWasFoundInGameShaderMap %d\n")
 1793       TEXT("With VF=%s, Platform=%s\n")
 1794       TEXT("ShouldCache: Mat=%u, VF=%u, Shader=%u \n")
 1795       TEXT("MaterialUsageDesc: %s"),
 1796       ShaderType->GetName(),  *GetFriendlyName(),
 1797       MeshShaderMap != nullptr, RenderingThreadShaderMap != nullptr,
 1798       CachedGameMeshShaderMap != nullptr, CachedGameThreadShaderMap != nullptr, bShaderWasFoundInGameShaderMap,
 1799       VertexFactoryType->GetName(), *LegacyShaderPlatformToShaderFormat(ShaderPlatform).ToString(),
 1800       bMaterialShouldCache, bVFShouldCache, bShaderShouldCache,
 1801       *MaterialUsage
 1802       );
 1803       }
Steps to Reproduce

No known steps to reproduce

Callstack
Fatal error: [File:D:\Build\++UE4+Release-4.20+Compile\Sync\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, Spec

UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1790]
UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [basepassrendering.cpp:763]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [basepassrendering.h:736]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:480]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:1262]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:540]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [basepassrendering.cpp:1124]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [basepassrendering.cpp:946]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:969]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:2854]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:467]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Duplicate
ComponentUE - Graphics Features
Affects Versions4.20
Target Fix4.21
CreatedJun 12, 2018
ResolvedSep 12, 2018
UpdatedSep 12, 2018
View Jira Issue