Licensee has provided a potential fix, please see the UDN link. Callstack attached utilised -onethread
Open Lyra
Find M_UI_Base_BordersAndButtons and open it's material editor window
Go to Window->Platform Stats, the assert should occur immediately.
Assertion failed: ShaderTypeForDynamicCast == EShaderTypeForDynamicCast::MeshMaterial [File:D:\Unreal\UE5_Main\Engine\Source\Runtime\RenderCore\Public\Shader.h] [Line: 1216] ShaderType TSlateMaterialShaderPSDefault is not MeshMaterial A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor-Win64-Debug.exe. UnrealEditor-Engine-Win64-Debug.dll!FMaterial::CacheGivenTypes(EShaderPlatform Platform, const TArray<FVertexFactoryType const *,TSizedDefaultAllocator<32>> & VFTypes, const TArray<FShaderPipelineType const *,TSizedDefaultAllocator<32>> & PipelineTypes, const TArray<FShaderType const *,TSizedDefaultAllocator<32>> & ShaderTypes) Line 2663 C++ UnrealEditor-MaterialEditor-Win64-Debug.dll!FShaderPlatformSettings::CheckShaders() Line 240 C++ UnrealEditor-MaterialEditor-Win64-Debug.dll!FShaderPlatformSettings::Update() Line 256 C++ UnrealEditor-MaterialEditor-Win64-Debug.dll!FMaterialStats::Update() Line 674 C++ UnrealEditor-MaterialEditor-Win64-Debug.dll!FMaterialEditor::UpdateMaterialInfoList() Line 3039 C++ UnrealEditor-MaterialEditor-Win64-Debug.dll!FMaterialEditor::Tick(float InDeltaTime) Line 1694 C++ UnrealEditor-Engine-Win64-Debug.dll!FTickableGameObject::TickObjects(UWorld * World, int InTickType, bool bIsPaused, float DeltaSeconds) Line 153 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1836 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 516 C++ UnrealEditor-LyraEditor-Win64-Debug.dll!ULyraEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 34 C++ UnrealEditor-Win64-Debug.exe!FEngineLoop::Tick() Line 5307 C++ UnrealEditor-Win64-Debug.exe!EngineTick() Line 63 C++ UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 189 C++ UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 279 C++ UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 337 C++ [External Code]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-156828 in the post.
0 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.1 |
Target Fix | 5.1 |
Created | Jun 16, 2022 |
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Resolved | Jul 13, 2022 |
Updated | Dec 2, 2022 |