Description

A licensee is getting a crash when using the GetPointClampedSampler within a Custom Node.

Regression?
No, this crash occurs in 4.12.5, 4.13.2, and the 4.14 preview 3 release.

Steps to Reproduce

1. Download and Open attached project.
2. In the Content Browser open the M_Clamped material.
3. Connect the Texture Object output to the second input of the Custom Node

Outcome An Assertion Failed crash occurs

Expected No crash. Perhaps a warning.

Callstack

UE4Editor_D3D11RHI!FD3D11DynamicRHI::SetResourcesFromTables<FD3D11PixelShader>() d3d11commands.cpp:1389
UE4Editor_D3D11RHI!FD3D11DynamicRHI::CommitGraphicsResourceTables() d3d11commands.cpp:1444
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() d3d11commands.cpp:1543
UE4Editor_Renderer!FMeshDrawingPolicy::DrawMesh() drawingpolicy.cpp:152
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() basepassrendering.cpp:524
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() basepassrendering.h:1468
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() basepassrendering.cpp:575
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() basepassrendering.cpp:939
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() basepassrendering.cpp:761
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:872
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1849
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:868
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:932
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:679
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:319

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Won't Fix
ComponentRendering
Affects Versions4.12.54.13.24.14
Target Fix4.14
CreatedNov 8, 2016
ResolvedNov 8, 2016
UpdatedMay 2, 2018