Description

When using a deferred decal material (while Dbuffer Decals are enabled) on an asset and then going fullscreen in the viewport will cause the engine to crash.

Note engine doesn't crash when material is used on decal actor in fullscreen.

Steps to Reproduce
  1. Open attached project
  2. Apply Decal material in content browser to static mesh asset
  3. Make viewport fullscreen by pressing f11

RESULT
Crash

EXPECTED
Viewport goes to fullscreen without crashing

REGRESSION
Yes

Callstack

[Link Removed]

UE4Editor_Renderer!FDecalDrawingPolicyFactory::DrawMesh() postprocessmeshdecals.cpp:478
UE4Editor_Renderer!RenderPrimitive() postprocessmeshdecals.cpp:537
UE4Editor_Renderer!RenderMeshDecals() postprocessmeshdecals.cpp:598
UE4Editor_Renderer!FRCPassPostProcessDeferredDecals::Process() postprocessdeferreddecals.cpp:716
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() renderingcompositiongraph.cpp:656
UE4Editor_Renderer!FRenderingCompositePassContext::Process() renderingcompositiongraph.cpp:211
UE4Editor_Renderer!FCompositionLighting::ProcessBeforeBasePass() compositionlighting.cpp:299
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:829
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1633
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:320
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:454
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74

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Fixed
ComponentUE - Graphics Features
Affects Versions4.14
Target Fix4.14.1
Fix Commit3201997
Release Commit3201997
CreatedNov 16, 2016
ResolvedNov 17, 2016
UpdatedApr 27, 2018