Steps to Reproduce
  • Open any project
  • Create a new material
  • Set BlendMode: AlphaComposite
  • Set Lighting Mode: Surface TranslucencyVolume
  • Plug Scene Depth node into WPO
  • Save and apply the material onto a static mesh (e.g. sphere)
  • Crash should happen immediately
Callstack

Assertion failed: false [Link Removed] [Line: 59]
Shader attempted to bind uniform buffer 'FLumenTranslucencyRadianceCacheMarkPassUniformParameters' at slot [Name: SceneTextures, Slot: 3] with hash '158928480', but the shader expected 'SceneTexturesStruct' with hash '225513032'.
UnrealEditor.exe has triggered a breakpoint.

>	UnrealEditor-RHICore.dll!UE::RHICore::ValidateStaticUniformBuffer(FRHIUniformBuffer * UniformBuffer, unsigned char Slot, unsigned int ExpectedHash) Line 56	C++
 	[Inline Frame] UnrealEditor-D3D11RHI.dll!UE::RHICore::ApplyStaticUniformBuffers(FD3D11DynamicRHI * Shader, FD3D11VertexShader * Slots, const TArray<unsigned char,TSizedDefaultAllocator<32>> & LayoutHashes, const TArray<unsigned int,TSizedDefaultAllocator<32>> & UniformBuffers, const TArray<FRHIUniformBuffer *,TSizedDefaultAllocator<32>> &) Line 34	C++
 	[Inline Frame] UnrealEditor-D3D11RHI.dll!FD3D11DynamicRHI::ApplyStaticUniformBuffers(FD3D11VertexShader * Shader) Line 905	C++
 	UnrealEditor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetGraphicsPipelineState(FRHIGraphicsPipelineState * GraphicsState, unsigned int StencilRef, bool bApplyAdditionalState) Line 193	C++
 	[Inline Frame] UnrealEditor-RHI.dll!FRHICommandList::SetGraphicsPipelineState(FGraphicsPipelineState *) Line 3420	C++
 	UnrealEditor-RHI.dll!SetGraphicsPipelineState(FRHICommandList & RHICmdList, const FGraphicsPipelineStateInitializer & Initializer, unsigned int StencilRef, EApplyRendertargetOption ApplyFlags, bool bApplyAdditionalState) Line 356	C++
 	UnrealEditor-Renderer.dll!FMeshDrawCommand::SubmitDrawBegin(const FMeshDrawCommand & MeshDrawCommand, const Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & GraphicsMinimalPipelineStateSet, FRHIBuffer * ScenePrimitiveIdsBuffer, int PrimitiveIdOffset, unsigned int InstanceFactor, FRHICommandList & RHICmdList, FMeshDrawCommandStateCache & StateCache) Line 1055	C++
 	UnrealEditor-Renderer.dll!FMeshDrawCommand::SubmitDraw(const FMeshDrawCommand & MeshDrawCommand, const Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & GraphicsMinimalPipelineStateSet, FRHIBuffer * ScenePrimitiveIdsBuffer, int PrimitiveIdOffset, unsigned int InstanceFactor, FRHICommandList & RHICmdList, FMeshDrawCommandStateCache & StateCache, FRHIBuffer * IndirectArgsOverrideBuffer, unsigned int IndirectArgsOverrideByteOffset) Line 1244	C++
 	UnrealEditor-Renderer.dll!FInstanceCullingContext::SubmitDrawCommands(const TArray<FVisibleMeshDrawCommand,TMemStackAllocator<0>> & VisibleMeshDrawCommands, const Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & GraphicsMinimalPipelineStateSet, const FMeshDrawCommandOverrideArgs & OverrideArgs, int StartIndex, int NumMeshDrawCommands, unsigned int InInstanceFactor, FRHICommandList & RHICmdList) Line 1331	C++
 	UnrealEditor-Renderer.dll!FParallelMeshDrawCommandPass::DispatchDraw(FParallelCommandListSet * ParallelCommandListSet, FRHICommandList & RHICmdList, const FInstanceCullingDrawParams * InstanceCullingDrawParams) Line 1446	C++
 	UnrealEditor-Renderer.dll!LumenTranslucencyReflectionsMarkUsedProbes::__l2::<lambda>(FRHICommandListImmediate & RHICmdList) Line 347	C++
 	UnrealEditor-Renderer.dll!TRDGLambdaPass<FLumenTranslucencyRadianceCacheMarkParameters,void <lambda>(FRHICommandListImmediate &)>::Execute(FRHIComputeCommandList & RHICmdList) Line 564	C++
 	UnrealEditor-RenderCore.dll!FRDGBuilder::ExecutePass(FRDGPass * Pass, FRHIComputeCommandList & RHICmdListPass) Line 2447	C++
 	UnrealEditor-RenderCore.dll!FRDGBuilder::Execute() Line 1635	C++
 	UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 4093	C++
 	UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l61::<lambda>(FRHICommandListImmediate & RHICmdList) Line 4342	C++
 	[Inline Frame] UnrealEditor-Renderer.dll!EnqueueUniqueRenderCommand(FRendererModule::BeginRenderingViewFamily::__l61::void <lambda>(FRHICommandListImmediate &) &&) Line 254	C++
 	UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 4332	C++
 	UnrealEditor-UnrealEd.dll!FEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 3992	C++
 	UnrealEditor-Engine.dll!FViewport::Draw(bool bShouldPresent) Line 1602	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::UpdateSingleViewportClient(FEditorViewportClient * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1945	C++
 	UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 485	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 5229	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 62	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 186	C++
 	UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272	C++
 	UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330	C++
 	[Inline Frame] UnrealEditor.exe!invoke_main() Line 102	C++
 	UnrealEditor.exe!__scrt_common_main_seh() Line 288	C++
 	kernel32.dll!BaseThreadInitThunk()	Unknown
 	ntdll.dll!RtlUserThreadStart()	Unknown

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Fixed
ComponentUE - Rendering Architecture - Materials
Affects Versions5.05.1
Target Fix5.0
Fix Commit19189919
Main Commit19207450
Release Commit19189919
CreatedFeb 25, 2022
ResolvedMar 1, 2022
UpdatedJan 25, 2023