Description

This appears to be a general crash when a SingleLayerWater material is assigned to a Nanite Mesh.

Steps to Reproduce
  1. Download the attached licensee repro, open the project with 5.2
  2. Open the level "CrashTestMap"
  3. Select the actor "InstancedStaticMeshActor"
  4. Select the component "InstancedStaticMesh"
  5. Assign the Material Instance "MI_WalkingJelly" to Material Element 0
  6. Crash
Callstack

 

Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 40] Shader requested a global uniform buffer of type 'SingleLayerWater' at static slot '[Name: DeferredDecals, Slot: 0]', but it was null. The uniform buffer should be bound using RHICmdList.SetStaticUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER(). UnrealEditor_RHICore!UE::RHICore::ValidateStaticUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp:36]UnrealEditor_D3D12RHI!UE::RHICore::ApplyStaticUniformBuffers<FD3D12CommandContext,FD3D12PixelShader>() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Public\RHICoreShader.h:53]UnrealEditor_D3D12RHI!FD3D12CommandContext::RHISetGraphicsPipelineState() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:855]UnrealEditor_RHI!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1541>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1105]UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]UnrealEditor_RHI!<lambda_7c0987cca588ef3020504727c4b1ede2>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:799]UnrealEditor_RHI!TRHILambdaCommand<FRHICommandListImmediate,<lambda_7c0987cca588ef3020504727c4b1ede2> >::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:457]UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]UnrealEditor_RHI!<lambda_720a96d581de9603c136416f02291598>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:899]UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]UnrealEditor_RenderCore!FRHIThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:333]UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

 

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Fixed
ComponentUE - Rendering Architecture
Affects Versions5.2
Target Fix5.3
Fix Commit24678679
CreatedJun 1, 2023
ResolvedJun 1, 2023
UpdatedJun 1, 2023