Description

After a user creates a hole using the visibility tool on a landscape UE4 crashes.

Steps to Reproduce
  1. Open new project in 4.9
  2. Create a Landscape
  3. Add a material for the Landscape and Hole
  4. Create a hole with visibility tool
  5. Try to clear or change the landscape material.
Callstack
>	UE4Editor-Renderer-Win64-Debug.dll!FMaterialShader::SetParameters<FRHIVertexShader * __ptr64>() Line 131	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TBasePassVertexShaderBaseType<FCachedPointIndirectLightingPolicy>::SetParameters() Line 78	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy>::SetSharedState() Line 588	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::DrawElement() Line 86	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::DrawVisibleInner() Line 279	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::DrawVisible() Line 297	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassStaticDataDefault() Line 242	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassStaticData() Line 382	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassView() Line 588	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePass() Line 1684	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::Render() Line 1037	C++
 	UE4Editor-Renderer-Win64-Debug.dll!RenderViewFamily_RenderThread() Line 1582	C++
 	UE4Editor-Renderer-Win64-Debug.dll!`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand::DoTask() Line 1678	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand>::ExecuteTask() Line 798	C++
 	UE4Editor-Core-Win64-Debug.dll!FBaseGraphTask::Execute() Line 329	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasks() Line 539	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasksUntilQuit() Line 340	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn() Line 1094	C++
 	UE4Editor-RenderCore-Win64-Debug.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 310	C++
 	UE4Editor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() Line 430	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 72	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 23	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc() Line 67	C++

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Fixed
ComponentUE - LD & Modeling - Terrain - Landscape
Affects Versions4.9
Target Fix4.10
Fix Commit2748265
Release Commit2748265
CreatedSep 3, 2015
ResolvedOct 30, 2015
UpdatedApr 27, 2018
View Jira Issue