With material layers enabled, selecting two sided foliage will cause the engine to crash. This is working as expected in 4.20 CL# 4369336.
Found in 4.21 CL# 4541578 and 4.22 CL# 4573698
This is a regression.
[Link Removed]
Results:
Crash
Expected:
Foliage would be selected
Assertion failed: IsInRenderingThread() || IsInGameThread() || IsAsyncLoading() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials/MaterialInstanceSupport.h] [Line: 38] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417] UE4Editor_Engine!FMICReentranceGuard::FMICReentranceGuard() [d:\build\++ue4\sync\engine\source\runtime\engine\private\materials\materialinstancesupport.h:39] UE4Editor_Engine!UMaterialInstance::GetScalarParameterDefaultValue() [d:\build\++ue4\sync\engine\source\runtime\engine\private\materials\materialinstance.cpp:1927] UE4Editor_Engine!FMaterialUniformExpressionScalarParameter::GetNumberValue() [d:\build\++ue4\sync\engine\source\runtime\engine\private\materials\materialuniformexpressions.h:183] UE4Editor_Engine!FUniformExpressionSet::CreateUniformBuffer() [d:\build\++ue4\sync\engine\source\runtime\engine\private\materials\materialuniformexpressions.cpp:371] UE4Editor_Engine!FMaterialRenderProxy::EvaluateUniformExpressions() [d:\build\++ue4\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1960] UE4Editor_Renderer!FMaterialShader::SetParametersInner<FRHIVertexShader * __ptr64>() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:217] UE4Editor_Renderer!FDepthDrawingPolicy::SetSharedState() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\depthrendering.cpp:411] UE4Editor_Renderer!FDepthDrawingPolicyFactory::DrawMesh() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\depthrendering.cpp:748] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePassViewDynamic() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\depthrendering.cpp:847] UE4Editor_Renderer!TGraphTask<FRenderPrepassDynamicDataThreadTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1022] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:847] UE4Editor_Core!FTaskThreadAnyThread::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:923] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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8 |
Component | UE - Graphics Features |
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Affects Versions | 4.21, 4.22 |
Target Fix | 4.22 |
Created | Nov 20, 2018 |
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Resolved | Dec 4, 2018 |
Updated | Feb 12, 2019 |