Description

When creating a landscape with a waterbody lake. The engine will crash when in split screen when the player enters the water.

This is not regression, it is occurring in 4.26.

Steps to Reproduce
  1. Open any project.
  2. Enable the Water plugin.
  3. Create a landscape.
  4. Add a water body lake onto the landscape.
  5. Enter the level blueprint and add the create player node to on beginplay.
  6. Play in viewport and enter the water.

Result: Crash 

Expected Result: The engine does not crash.

Callstack
ntdll!7ff8021d0000  + 9cdf4
KERNELBASE!7fffffd20000  + 21a5e
UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1591]
UE4Editor-RenderCore!static `FRenderingThread::Run'::`1'::filt$0() [RenderingThread.cpp:511]
VCRUNTIME140!7ffff4080000  + ecd0
ntdll!7ff8021d0000  + a20cf
ntdll!7ff8021d0000  + 51454
ntdll!7ff8021d0000  + 511a5
KERNELBASE!7fffffd20000  + 34f69
UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1644]
UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:78]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61]
UE4Editor-Core!static void AssertFailedImplV(const char *, const char *, int, const wchar_t *, char *) [AssertionMacros.cpp:104]
UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:461]
UE4Editor-RenderCore!static void DispatchCheckVerify<void,<lambda_681730290634f9d71f68deeb353712b3> >(class FRDGUserValidation::ValidateAddPass::__l51::<lambda_681730290634f9d71f68deeb353712b3> *) [AssertionMacros.h:165]
UE4Editor-RenderCore!FRDGUserValidation::ValidateAddPass(FRDGPass const *,bool) [RenderGraphValidation.cpp:422]
UE4Editor-RenderCore!FRDGBuilder::SetupPass(FRDGPass *) [RenderGraphBuilder.cpp:1383]
UE4Editor-Renderer!static const class FRDGPass * FRDGBuilder::AddPass<FTranslucentBasePassParameters,<lambda_33b02764b8f3c7e30066615a8d3c7cf0> >(class FRDGEventName *, const class FTranslucentBasePassParameters *, ERDGPassFlags, class RenderTranslucencyViewInner::__l8::<lambda_33b02764b8f3c7e30066615a8d3c7cf0> *) [RenderGraphBuilder.inl:250]
UE4Editor-Renderer!static void RenderTranslucencyViewInner(class FRDGBuilder & const, const class FSceneRenderer & const, const class FViewInfo & const, class FScreenPassTextureViewport, float, struct FRDGTextureMSAA, ERenderTargetLoadAction, class FRDGTexture *, class TRDGUniformBuffer<FTranslucentBasePassUniformParameters> *, ETranslucencyPass::Type, bool, bool) [TranslucentRendering.cpp:996]
UE4Editor-Renderer!FDeferredShadingSceneRenderer::RenderTranslucencyInner(FRDGBuilder &,FRDGTextureMSAA,FRDGTextureMSAA,FSeparateTranslucencyTextures *,ETranslucencyView,FRDGTexture *,ETranslucencyPass::Type) [TranslucentRendering.cpp:1132]
UE4Editor-Renderer!FDeferredShadingSceneRenderer::RenderTranslucency(FRDGBuilder &,FRDGTextureMSAA,FRDGTextureMSAA,FHairStrandsRenderingData const *,FSeparateTranslucencyTextures *,ETranslucencyView) [TranslucentRendering.cpp:1219]
UE4Editor-Renderer!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate &) [DeferredShadingRenderer.cpp:2436]
UE4Editor-Renderer!static void RenderViewFamily_RenderThread(class FRHICommandListImmediate & const, class FSceneRenderer *) [SceneRendering.cpp:3742]
UE4Editor-Renderer!static void <lambda_cc1442c4bafed83188c182dd4b1a4ab0>::operator() [SceneRendering.cpp:4009]
UE4Editor-Renderer!static void TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> >::DoTask(ENamedThreads::Type, const class TRefCountPtr<FGraphEvent> & const) [RenderingThread.h:183]
UE4Editor-Renderer!static void TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> > >::ExecuteTask(class TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & const, ENamedThreads::Type) [TaskGraphInterfaces.h:886]
UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:710]
UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:602]
UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:373]
UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:509]

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Won't Fix
ComponentUE - LD & Modeling - Terrain - Water
Affects Versions4.27.2
Target Fix5.0
Fix Commit13151744
CreatedDec 8, 2021
ResolvedDec 9, 2021
UpdatedDec 16, 2021