Description

When selecting apply after connecting a Post Process SceneTexture and a VertexInterpolator into the emissive color node a crash occurs.

This issue is occurring in Binary //UE5/Release-5.0-EarlyAccess CL 16682386

This issue is also ** occurring in Binary //UE4/Release-4.26 CL 15973114

**Not a regression

Steps to Reproduce
  1. Create a new UE5 project
  2. Create a new material
  3. Select the main node of the new material
  4. In the details panel change Material Domain to Post Process
  5. Add a SceneTexture node to the graph
  6. Select the Scene Texture Node and change the Scene Texture Id to CustomDepth in the details panel
  7. Add a VertexInterpolator node to the graph
  8. Connect the Color pin on the SceneTexture to the VS pin of VertexInterpolator
  9. Connect the PS pin to the Emissive Color node of the main node
  10. Apply changes to the material

Result

Crash

Callstack
[Callstack] 0x00007ffa17edd20b UnrealEditor-RHICore.dll!UE::RHICore::ValidateStaticUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp:56]
[Callstack] 0x00007ffa17e1250b UnrealEditor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetGraphicsPipelineState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp:198]
[Callstack] 0x00007ffa410b9d40 UnrealEditor-RHI.dll!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1237>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:745]
[Callstack] 0x00007ffa410bd0f3 UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:368]
[Callstack] 0x00007ffa410bcabb UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:660]
[Callstack] 0x00007ffa410bd889 UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteList() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:683]
[Callstack] 0x00007ffa410b5274 UnrealEditor-RHI.dll!FRHICommandWaitForAndSubmitSubList::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1107]
[Callstack] 0x00007ffa410baa45 UnrealEditor-RHI.dll!FRHICommand<FRHICommandWaitForAndSubmitSubList,FRHICommandWaitForAndSubmitSubListString1073>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:745]
[Callstack] 0x00007ffa410bd0f3 UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:368]
[Callstack] 0x00007ffa410bcabb UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:660]
[Callstack] 0x00007ffa410bdf4f UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteList() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:710]
[Callstack] 0x00007ffa410b00f6 UnrealEditor-RHI.dll!FRHICommandList::EndScene() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1572]
[Callstack] 0x00007ffa19c18fe0 UnrealEditor-Renderer.dll!TRDGLambdaPass<FEmptyShaderParameters,<lambda_4668f760f47998be147e57a1ae176ad4> >::ExecuteImpl() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphPass.h:445]
[Callstack] 0x00007ffa3d86eb8d UnrealEditor-RenderCore.dll!FRDGPass::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphPass.cpp:342]
[Callstack] 0x00007ffa3d872cc0 UnrealEditor-RenderCore.dll!FRDGBuilder::ExecutePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1882]
[Callstack] 0x00007ffa3d86dfda UnrealEditor-RenderCore.dll!FRDGBuilder::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1506] 

New callstack:

UnrealEditor_RHICore!UE::RHICore::ValidateStaticUniformBuffer() [RHICoreShader.cpp:52]
UnrealEditor_D3D12RHI!UE::RHICore::ApplyStaticUniformBuffers<`ApplyStaticUniformBuffersOnContext'::`5'::<lambda_1> >() [RHICoreShader.h:86]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHISetGraphicsPipelineState() [D3D12Commands.cpp:837]
UnrealEditor_RHI!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1837>::ExecuteAndDestruct() [RHICommandList.h:1462]
UnrealEditor_RHI!FRHICommandListBase::Execute() [RHICommandList.cpp:429]
UnrealEditor_RHI!FRHICommandListExecutor::FTranslateState::Translate() [RHICommandList.cpp:897]
UnrealEditor_RHI!`FRHICommandListExecutor::FSubmitState::Dispatch'::`19'::<lambda_1>::operator() [RHICommandList.cpp:862]
UnrealEditor_RHI!FRHICommandListExecutor::FTaskPipe::Execute() [RHICommandList.cpp:627]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FBaseGraphTask> const &) [TaskGraphInterfaces.h:634]
UnrealEditor_RHI!UE::Tasks::Private::FTaskBase::TryExecuteTask() [TaskPrivate.h:504]
UnrealEditor_RHI!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool) [TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [Scheduler.cpp:245]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [Scheduler.cpp:514]
UnrealEditor_Core!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator() [Scheduler.cpp:75]
UnrealEditor_Core!FThreadImpl::Run() [Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:159]

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Unresolved
CreatedJun 22, 2021
ResolvedAug 12, 2024
UpdatedSep 4, 2024
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