If you disable Support PointLightWholeSceneShadows and try to place a point light in a level the editor will crash.
Current work around is put shadows to low from engine scalability settings.
Working as expected in 4.19 CL# 4033788
Found in 4.20 CL# 4212847, 4.21 CL# 4229165
This is a regression.
Results:
Editor will clash
Expected:
The point light will be placed in the scene
Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1803] Couldn't find Shader TShadowDepthVSForGSVertexShadowDepth_OnePassPointLightPositionOnly for Material Resource WorldGridMaterial! RenderMeshShaderMap 1, RenderThreadShaderMap 1 GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=0 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={} UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425] UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1790] UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:760] UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::UpdateElementState() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:686] UE4Editor_Renderer!DrawShadowMeshElements<0>() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1312] UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthInner() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1880] UE4Editor_Renderer!FProjectedShadowInfo::RenderDepth() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1991] UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMaps() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:2209] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:873] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2854] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:467] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
How to delete some elements correctly when deleting an array loop?
Why does the REMOVE method of map container remove elements have memory leaks?
UMG RichText not appear image when packaged
为什么我的电脑无法安装ue,错误代码一直是IS-IN-BV05,该如何解决
Error EU-FA-31003 when trying to download the new preview
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
uefn session not lunching, wierd error
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-62132 in the post.
10 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.20, 4.21 |
Target Fix | 4.22 |
Fix Commit | 5159901 |
---|
Created | Jul 25, 2018 |
---|---|
Resolved | Feb 28, 2019 |
Updated | Aug 1, 2019 |