Editor crashes while switching to paint mode if material has a grass output and landscape visibility mask.
Frequency: 3/3
Repro steps:
1. Open Editor
2. Create new material
3. add 3 vector const
4. add layer weight
5. attach 3 vector to layer pin
6. grass output node from layer weight node
7. add grass type
8. attach layer weight node to base color
9. create landscape visibility mask
10. Set opacity to masked
11. Attach visibility mask to opacity mask node
12. Press Apply
13. Create new landscape
14. Apply material to landscape
15. Switch modes>landscape>paint
MachineId:409D523543AE785961A2788C698A2F90 EpicAccountId:1558531203f84e81b70959b8a59badef Fatal error: [File:D:\Builds\Main\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1791] Couldn't find Shader TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrectfalse for Material Resource NewMaterial2! With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=0, VF=1, Shader=1 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Masked, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=1, Distorted=0, WritesEveryPixel=0, ModifiesMeshPosition=0, Usage={} UE4Editor_Core!FDebug::AssertFailed() [d:\builds\main\engine\source\runtime\core\private\misc\outputdevice.cpp:421] UE4Editor_Engine!FMaterial::GetShader() [d:\builds\main\engine\source\runtime\engine\private\materials\materialshared.cpp:1782] UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [d:\builds\main\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:778] UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::AddStaticMesh() [d:\builds\main\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:952] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\builds\main\engine\source\runtime\renderer\private\scenecore.cpp:315] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\builds\main\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:146] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\builds\main\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:189] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\builds\main\engine\source\runtime\renderer\private\rendererscene.cpp:466] UE4Editor_Renderer!`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand::DoTask() [d:\builds\main\engine\source\runtime\renderer\private\rendererscene.cpp:699] UE4Editor_Renderer!TGraphTask<`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [d:\builds\main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\builds\main\engine\source\runtime\core\private\async\taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\builds\main\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [d:\builds\main\engine\source\runtime\rendercore\private\renderingthread.cpp:319] UE4Editor_RenderCore!FRenderingThread::Run() [d:\builds\main\engine\source\runtime\rendercore\private\renderingthread.cpp:440] UE4Editor_Core!FRunnableThreadWin::Run() [d:\builds\main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34513 in the post.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.13, 4.14 |
Target Fix | 4.13 |
Created | Aug 10, 2016 |
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Resolved | Aug 17, 2016 |
Updated | Oct 30, 2017 |