Steps to Reproduce
  1. Create a new material
  2. Create a custom hlsl node with one input labeled 'UV' that takes in a TexCoord node, and the output connected to BaseColor
  3. Type 'return GetScreenSpaceData(UV).GBuffer.CustomStencil.r;' in the custom node
  4. Click out of the custom node, the editor now crashes
Callstack
Assertion failed: false [File:D:\Unreal\UE5_Release-5.1\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 59] 
Shader attempted to bind uniform buffer 'FOpaqueBasePassUniformParameters' at slot [Name: SceneTextures, Slot: 7] with hash '158928480', but the shader expected 'LumenFrontLayerTranslucencyGBufferPass' with hash '153620189'.
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor-Win64-Debug.exe.

>    UnrealEditor-RHICore-Win64-Debug.dll!UE::RHICore::ValidateStaticUniformBuffer(FRHIUniformBuffer * UniformBuffer, unsigned char Slot, unsigned int ExpectedHash) Line 56    C++
     UnrealEditor-D3D12RHI-Win64-Debug.dll!UE::RHICore::ApplyStaticUniformBuffers<FD3D12CommandContext,FD3D12PixelShader>(FD3D12CommandContext * CommandContext, FD3D12PixelShader * Shader, const TArray<unsigned char,TSizedDefaultAllocator<32>> & Slots, const TArray<unsigned int,TSizedDefaultAllocator<32>> & LayoutHashes, const TArray<FRHIUniformBuffer *,TSizedDefaultAllocator<32>> & UniformBuffers) Line 53    C++
     UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12CommandContext::RHISetGraphicsPipelineState(FRHIGraphicsPipelineState * GraphicsState, unsigned int StencilRef, bool bApplyAdditionalState) Line 831    C++
     UnrealEditor-RHI-Win64-Debug.dll!FRHICommandList::SetGraphicsPipelineState(FGraphicsPipelineState * GraphicsPipelineState, const FBoundShaderStateInput & ShaderInput, unsigned int StencilRef, bool bApplyAdditionalState) Line 3474    C++
     UnrealEditor-RHI-Win64-Debug.dll!SetGraphicsPipelineState(FRHICommandList & RHICmdList, const FGraphicsPipelineStateInitializer & Initializer, unsigned int StencilRef, EApplyRendertargetOption ApplyFlags, bool bApplyAdditionalState, EPSOPrecacheResult PSOPrecacheResult) Line 572    C++
     UnrealEditor-Renderer-Win64-Debug.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 1388    C++
     UnrealEditor-Renderer-Win64-Debug.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 1578    C++
     UnrealEditor-Renderer-Win64-Debug.dll!FInstanceCullingContext::SubmitDrawCommands(const TArray<FVisibleMeshDrawCommand,TConcurrentLinearArrayAllocator<FSceneRenderingBlockAllocationTag>> & VisibleMeshDrawCommands, const Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & GraphicsMinimalPipelineStateSet, const FMeshDrawCommandOverrideArgs & OverrideArgs, int StartIndex, int NumMeshDrawCommands, unsigned int InInstanceFactor, FRHICommandList & RHICmdList) Line 1383    C++
     UnrealEditor-Renderer-Win64-Debug.dll!FParallelMeshDrawCommandPass::DispatchDraw(FParallelCommandListSet * ParallelCommandListSet, FRHICommandList & RHICmdList, const FInstanceCullingDrawParams * InstanceCullingDrawParams) Line 1500    C++
     UnrealEditor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassInternal::__l56::<lambda>(FRHICommandList & RHICmdList) Line 1488    C++
     UnrealEditor-Renderer-Win64-Debug.dll!TRDGLambdaPass<FOpaqueBasePassParameters,void <lambda>(FRHICommandList &)>::Execute(FRHIComputeCommandList & RHICmdList) Line 629    C++
     UnrealEditor-RenderCore-Win64-Debug.dll!FRDGBuilder::ExecutePass(FRDGPass * Pass, FRHIComputeCommandList & RHICmdListPass) Line 2857    C++
     UnrealEditor-RenderCore-Win64-Debug.dll!FRDGBuilder::Execute() Line 1896    C++
     UnrealEditor-Renderer-Win64-Debug.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 4394    C++
     UnrealEditor-Renderer-Win64-Debug.dll!FRendererModule::BeginRenderingViewFamilies::__l87::<lambda>(FRHICommandListImmediate & RHICmdList) Line 4668    C++
     UnrealEditor-Renderer-Win64-Debug.dll!EnqueueUniqueRenderCommand<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,void <lambda>(FRHICommandListImmediate &)>(FRendererModule::BeginRenderingViewFamilies::__l87::void <lambda>(FRHICommandListImmediate &) && Lambda) Line 268    C++
     UnrealEditor-Renderer-Win64-Debug.dll!FRendererModule::BeginRenderingViewFamilies(FCanvas * Canvas, TArrayView<FSceneViewFamily *,int> ViewFamilies) Line 4650    C++
     UnrealEditor-Renderer-Win64-Debug.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 4507    C++
     UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 4071    C++
     UnrealEditor-MaterialEditor-Win64-Debug.dll!FMaterialEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 122    C++
     UnrealEditor-Engine-Win64-Debug.dll!FViewport::Draw(bool bShouldPresent) Line 1650    C++
     UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::UpdateSingleViewportClient(FEditorViewportClient * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement) Line 2353    C++
     UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2090    C++
     UnrealEditor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 517    C++
     UnrealEditor-Win64-Debug.exe!FEngineLoop::Tick() Line 5369    C++
     UnrealEditor-Win64-Debug.exe!EngineTick() Line 67    C++
     UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 205    C++
     UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 233    C++
     UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 282    C++
     [External Code]    

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By Design
CreatedJan 27, 2023
ResolvedJan 27, 2023
UpdatedJun 8, 2023
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