Description

This Jira was entered due to a high number of occurrences in 4.11 Preview 5.

Error message:

Assertion failed: !Proxy->IsDeleted() [Link Removed] [Line: 867]

Source Context:

  853       {
  854       FDrawingPolicyLink& DrawingPolicyLink = *DrawingPolicyIt;
  855       
  856       for (int32 ElementIndex = 0; ElementIndex < DrawingPolicyLink.Elements.Num(); ElementIndex++)
  857       {
  858       FElement& Element = DrawingPolicyLink.Elements[ElementIndex];
  859       
  860       // Compare to the referenced material, not the material used for rendering
  861       // In the case of async shader compiling, MaterialRenderProxy->GetMaterial() is going to be the default material until the async compiling is complete
  862       const FMaterialRenderProxy* Proxy = Element.Mesh->MaterialRenderProxy;
  863       
  864       if (Proxy)
  865       {
  866       check(!Proxy->IsDeleted());
  867 ***** FMaterial* MaterialResource = Proxy->GetMaterialNoFallback(FeatureLevel);
  868       
  869       if (Materials.Contains(MaterialResource))
  870       {
  871       PrimitivesToUpdate.AddUnique(Element.Mesh->PrimitiveSceneInfo);
  872       }
  873       }
  874       }
  875       }
  876       }
  877       
  878       template<typename DrawingPolicyType>
  879       int32 TStaticMeshDrawList<DrawingPolicyType>::NumMeshes() const
  880       {
  881       int32 TotalMeshes=0;
  882       for(typename TArray<FSetElementId>::TConstIterator PolicyIt(OrderedDrawingPolicies); PolicyIt; ++PolicyIt)

User description - "importing a skeletal mesh"

Most recent user affected CL: (4.11.0) 2858478

Logs:

[Link Removed]

Steps to Reproduce
  1. Open the editor and create a new material
  2. Right click in the content browser and select Import to /Game
  3. Select a static mesh to import and specify the new material as the Base Material Name in the import dialogue
  4. Leave all other settings at default and click Import
  5. Select all of the imported assets, as well as the new material, and delete them
  6. Create another new material
  7. Double click the new material to edit it

Result: The editor crashes on attempt to edit the new material

Expected: The material opens in the material editor successfully

Frequency: 3/3

Callstack
UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::GetUsedPrimitivesBasedOnMaterials() [staticmeshdrawlist.inl:868]
UE4Editor_Renderer!FScene::UpdateStaticDrawListsForMaterials_RenderThread() [rendererscene.cpp:1928]
UE4Editor_Renderer!TGraphTask<`FScene::UpdateStaticDrawListsForMaterials'::`2'::EURCMacro_FUpdateDrawLists>::ExecuteTask() [taskgraphinterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:779]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:526]
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:417]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]

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Unresolved
ComponentRendering
Affects Versions4.114.144.15
Target Fix4.24
CreatedFeb 19, 2016
UpdatedJul 11, 2019