Steps to Reproduce

Licensee repro steps found here - [Link Removed]

  • Enable the water plugin and restart
  • Open the material: Water Content/Materials/WaterSurface/Water_Material (aka UE_4.26\Engine\Plugins\Experimental\Water\Content\Materials\WaterSurface\Water_Material.uasset)
  • With nothing selected, untick "Use Material Attributes" in "Material" in the Details panel.
  • Add a "Scene Depth Without Water" node
  • Drag the output of the node into either World Position Offset or Pixel Depth Offset of the newly expanded Water_Material node
  • Press Save
  • Wait for the material to compile
  • Mouse over the material preview window
  • The editor stops responding, then closes with a crash report
Callstack
Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp] [Line: 400] Shader attempted to bind uniform buffer 'FSceneTextureUniformParameters' at slot [Name: SceneTextures, Slot: 0] with hash '214239873', but the shader expected 'OpaqueBasePass' with hash '158926433'.

UE4Editor_Core!AssertFailedImplV() [AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [AssertionMacros.cpp:461]
UE4Editor_RenderCore!DispatchCheckVerify<void,<lambda_dcff536efc719322c6b609e5eba94183> >() [AssertionMacros.h:164]
UE4Editor_RenderCore!ValidateStaticUniformBuffer() [ShaderCore.cpp:397]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHISetGraphicsPipelineState() [D3D11Commands.cpp:198]
UE4Editor_RHI!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1295>::ExecuteAndDestruct() [RHICommandList.h:765]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [RHICommandList.cpp:367]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [RHICommandList.cpp:658]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [RHICommandList.cpp:708]
UE4Editor_RHI!FRHICommandList::EndScene() [RHICommandList.cpp:1574]
UE4Editor_Renderer!DoRenderHitProxies() [SceneHitProxyRendering.cpp:525]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderHitProxies() [SceneHitProxyRendering.cpp:637]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [SceneRendering.cpp:3720]
UE4Editor_Renderer!<lambda_73fdb012e88f3452c5292ac950436524>::operator() [SceneRendering.cpp:3990]
UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_73fdb012e88f3452c5292ac950436524> >::DoTask() [RenderingThread.h:183]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_73fdb012e88f3452c5292ac950436524> > >::ExecuteTask() [TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [TaskGraph.cpp:710]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [TaskGraph.cpp:602]
UE4Editor_RenderCore!RenderingThreadMain() [RenderingThread.cpp:373]
UE4Editor_RenderCore!FRenderingThread::Run() [RenderingThread.cpp:509]
UE4Editor_Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:86]

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-121089 in the post.

2
Login to Vote

Fixed
ComponentUE - Rendering
Affects Versions4.26.24.27
Target Fix4.27.1
Fix Commit17264460
Release Commit17264460
CreatedAug 5, 2021
ResolvedAug 23, 2021
UpdatedNov 30, 2021