Steps to Reproduce

Download the licensee repro from here - [Link Removed]

Enter PIE

A counter will start, somewhere between 4000-6000 frames there will be a crash where RenderMaterial is a nullptr.

Callstack

Exception thrown: read access violation.
RenderMaterial->**** was nullptr.

>	UE4Editor-Engine.dll!UCanvas::K2_DrawMaterial(UMaterialInterface * RenderMaterial, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize, float Rotation, FVector2D PivotPoint) Line 2008	C++
 	UE4Editor-Engine.dll!UKismetRenderingLibrary::DrawMaterialToRenderTarget(UObject * WorldContextObject, UTextureRenderTarget2D * TextureRenderTarget, UMaterialInterface * Material) Line 193	C++
 	UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5679	C++
 	UE4Editor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1023	C++
 	[Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 418	C++
 	UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 2896	C++
 	[Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 418	C++
 	UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1093	C++
 	UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 924	C++
 	UE4Editor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1154	C++
 	[Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 418	C++
 	UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1093	C++
 	UE4Editor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1181	C++
 	UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5679	C++
 	UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2018	C++
 	UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 863	C++
 	UE4Editor-Engine.dll!AActor::ReceiveTick(float DeltaSeconds) Line 1976	C++
 	UE4Editor-Engine.dll!AActor::Tick(float DeltaSeconds) Line 1112	C++
 	UE4Editor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1092	C++
 	UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 172	C++
 	UE4Editor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 284	C++
 	UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::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 710	C++
 	UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 602	C++
 	[Inline Frame] UE4Editor-Core.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1480	C++
 	UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1532	C++
 	UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 564	C++
 	UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1585	C++
 	UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 785	C++
 	UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1610	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1736	C++
 	UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 4921	C++
 	[Inline Frame] UE4Editor.exe!EngineTick() Line 62	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 178	C++
 	UE4Editor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 262	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320	C++
 	[Inline Frame] UE4Editor.exe!invoke_main() Line 102	C++
 	UE4Editor.exe!__scrt_common_main_seh() Line 288	C++
 	kernel32.dll!BaseThreadInitThunk()	Unknown
 	ntdll.dll!RtlUserThreadStart()	Unknown

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Non-Issue
ComponentMedia Framework
Affects Versions4.27
CreatedNov 11, 2021
ResolvedNov 16, 2021
UpdatedNov 16, 2021
View Jira Issue