UPDATE
This crash occurs when compiling shaders with a Floating Text asset in the level. Following the repro steps given above, the crash occurs each time opening the editor after forcing shaders to recompile.
ORIGINAL
User comment in crash group:
98 ***** MaskedTextMaterial = AssetContainer.TextMaterial;
99 check(MaskedTextMaterial != nullptr);
100
101 TranslucentTextMaterial = AssetContainer.TranslucentTextMaterial;
102 check(TranslucentTextMaterial != nullptr);
103
104 {
105 TextComponent = CreateDefaultSubobject<UTextRenderComponent>( TEXT( "Text" ) );
106 check( TextComponent != nullptr );
107
108 TextComponent->SetMobility( EComponentMobility::Movable );
109 TextComponent->SetupAttachment( SceneComponent );
110
111 TextComponent->SetCollisionProfileName( UCollisionProfile::NoCollision_ProfileName );
112
113 TextComponent->SetGenerateOverlapEvents(false);
r.InvalidateCachedShaders 1
Expected Result
The editor opens successfully with no errors or warnings encountered
Actual Result
The editor crashes around 90% when trying to reopen the project and cannot be opened
Assertion failed: LineMaterial != nullptr [File:D:\Build\++UE4\Sync\Engine\Source\Editor\VREditor\VREditorFloatingText.cpp] [Line: 97] UE4Editor_VREditor!AFloatingText::AFloatingText() [vreditorfloatingtext.cpp:99] UE4Editor_CoreUObject!StaticConstructObject_Internal() [uobjectglobals.cpp:3156] UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [linkerload.cpp:4127] UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [linkerload.cpp:2925] UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [linkerload.cpp:3087] UE4Editor_CoreUObject!LoadPackageInternal() [uobjectglobals.cpp:1364] UE4Editor_CoreUObject!LoadPackage() [uobjectglobals.cpp:1471] UE4Editor_UnrealEd!UEditorEngine::Map_Load() [editorserver.cpp:2511] UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [editorserver.cpp:5992] UE4Editor_UnrealEd!UEditorEngine::Exec() [editorserver.cpp:5469] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [unrealedsrv.cpp:696] UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [filehelpers.cpp:2355] UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [filehelpers.cpp:3721] UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [unrealedmisc.cpp:348] UE4Editor_UnrealEd!EditorInit() [unrealedglobals.cpp:97] UE4Editor!GuardedMain() [launch.cpp:150] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:144] UE4Editor!WinMain() [launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [exe_common.inl:283] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-62139 in the post.
| 0 |
| Component | UE - Editor - Workflow Systems |
|---|---|
| Affects Versions | 4.20, 4.20.1 |
| Target Fix | 4.21 |
| Created | Jul 25, 2018 |
|---|---|
| Resolved | Jul 31, 2018 |
| Updated | Jan 19, 2024 |