Steps to Reproduce

enable virtual texture support & enable virtual texture lightmaps & enable virtual texture support on mobile

then restart the editor, change preview rendering level to Android es3.1

Callstack

> UE4Editor-RenderCore.dll!ValidateShaderParameterResourcesRHI(const void * Contents, const FRHIUniformBufferLayout & Layout) Line 536 C+> UE4Editor-RenderCore.dll!ValidateShaderParameterResourcesRHI(const void * Contents, const FRHIUniformBufferLayout & Layout) Line 536 C  UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHICreateUniformBuffer(const void * Contents, const FRHIUniformBufferLayout & Layout, EUniformBufferUsage Usage, EUniformBufferValidation Validation) Line 177 C  [Inline Frame] UE4Editor-Engine.dll!RHICreateUniformBuffer(const void * Layout, const FRHIUniformBufferLayout &) Line 1506 C  [Inline Frame] UE4Editor-Engine.dll!FLightmapResourceClusterShaderParameters::CreateUniformBuffer(const FLightmapResourceClusterShaderParameters &) Line 696 C  UE4Editor-Engine.dll!FLightmapResourceCluster::InitRHI() Line 3411 C  [Inline Frame] UE4Editor-RenderCore.dll!FRenderResource::ChangeFeatureLevel::_l2::void <lambda>(FRHICommandList &)::l2::<lambda_9369c3f62ef9f5e901af3c274d5ebd75>::operator()(FRenderResource *) Line 70 C  [Inline Frame] UE4Editor-RenderCore.dll!FRenderResource::ForAllResources(const FRenderResource::ChangeFeatureLevel::l2::void <lambda>(FRHICommandList &)::l2::<lambda_9369c3f62ef9f5e901af3c274d5ebd75> &) Line 37 C  UE4Editor-RenderCore.dll!FRenderResource::ChangeFeatureLevel::_l2::<lambda>(FRHICommandList & RHICmdList) Line 61 C  UE4Editor-RenderCore.dll!TEnqueueUniqueRenderCommandType<`FRenderResource::ChangeFeatureLevel'::`2'::FRenderResourceChangeFeatureLevelName,void <lambda>(FRHICommandList &)>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 183 C  UE4Editor-RenderCore.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRenderResource::ChangeFeatureLevel'::`2'::FRenderResourceChangeFeatureLevelName,void <lambda>(FRHICommandList &)>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) Line 886 C  [Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 524 C  UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 709 C  UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 601 C  UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 373 C  UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 509 C  UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 86 C  UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 35 C+

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Fixed
ComponentUE - Platform - Mobile
Affects Versions4.26
Target Fix4.27
Fix Commit15142817
Main Commit15142817
CreatedNov 30, 2020
ResolvedJan 20, 2021
UpdatedApr 27, 2021