This looks like a bug with shader pipeline compilation and custom expressions.
Create the material shown in attachments, assign to mesh. set lighting to movable (to ensure the material is rendered via the depthonly pipeline.
ShaderCompileWorker-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\work\perforce\streams\devmobile\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
ShaderCompileWorker-Core.dll!FOutputDevice::Logf__VA() [d:\work\perforce\streams\devmobile\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
ShaderCompileWorker-Core.dll!FDebug::AssertFailed() [d:\work\perforce\streams\devmobile\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
ShaderCompileWorker-ShaderCompilerCommon.dll!CrossCompiler::AST::FParameterDeclarator::CreateFromDeclaratorList() [d:\work\perforce\streams\devmobile\engine\source\developer\shadercompilercommon\private\hlslast.cpp:1000]
ShaderCompileWorker-ShaderCompilerCommon.dll!CrossCompiler::ParseFunctionParameterDeclaration() [d:\work\perforce\streams\devmobile\engine\source\developer\shadercompilercommon\private\hlslparser.cpp:912]
ShaderCompileWorker-ShaderCompilerCommon.dll!CrossCompiler::ParseFunctionDeclarator() [d:\work\perforce\streams\devmobile\engine\source\developer\shadercompilercommon\private\hlslparser.cpp:975]
ShaderCompileWorker-ShaderCompilerCommon.dll!CrossCompiler::ParseFunctionDeclaration() [d:\work\perforce\streams\devmobile\engine\source\developer\shadercompilercommon\private\hlslparser.cpp:1050]
ShaderCompileWorker-ShaderCompilerCommon.dll!CrossCompiler::TryTranslationUnit() [d:\work\perforce\streams\devmobile\engine\source\developer\shadercompilercommon\private\hlslparser.cpp:1693]
ShaderCompileWorker-ShaderCompilerCommon.dll!CrossCompiler::Parser::Parse() [d:\work\perforce\streams\devmobile\engine\source\developer\shadercompilercommon\private\hlslparser.cpp:1782]
ShaderCompileWorker-ShaderCompilerCommon.dll!CrossCompiler::Parser::Parse() [d:\work\perforce\streams\devmobile\engine\source\developer\shadercompilercommon\private\hlslparser.cpp:1822]
ShaderCompileWorker-ShaderCompilerCommon.dll!RemoveUnusedInputs() [d:\work\perforce\streams\devmobile\engine\source\developer\shadercompilercommon\private\hlslutils.cpp:1361]
ShaderCompileWorker-ShaderFormatD3D.dll!CompileAndProcessD3DShader() [d:\work\perforce\streams\devmobile\engine\source\developer\windows\shaderformatd3d\private\d3d11shadercompiler.cpp:570]
ShaderCompileWorker-ShaderFormatD3D.dll!CompileD3D11Shader() [d:\work\perforce\streams\devmobile\engine\source\developer\windows\shaderformatd3d\private\d3d11shadercompiler.cpp:991]
ShaderCompileWorker-ShaderFormatD3D.dll!CompileShader_Windows_SM5() [d:\work\perforce\streams\devmobile\engine\source\developer\windows\shaderformatd3d\private\d3d11shadercompiler.cpp:1038]
ShaderCompileWorker.exe!ProcessCompilationJob() [d:\work\perforce\streams\devmobile\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:122]
ShaderCompileWorker.exe!FWorkLoop::ProcessShaderPipelineCompilationJob() [d:\work\perforce\streams\devmobile\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:354]
ShaderCompileWorker.exe!FWorkLoop::ProcessInputFromArchive() [d:\work\perforce\streams\devmobile\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:338]
ShaderCompileWorker.exe!FWorkLoop::Loop() [d:\work\perforce\streams\devmobile\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:160]
ShaderCompileWorker.exe!GuardedMain() [d:\work\perforce\streams\devmobile\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:795]
ShaderCompileWorker.exe!GuardedMainWrapper() [d:\work\perforce\streams\devmobile\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:822]
ShaderCompileWorker.exe!wmain() [d:\work\perforce\streams\devmobile\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:937]
ShaderCompileWorker.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
An error occurred while trying to generate project files !?
How does UMG set overlapping layouts?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-39311 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.14, 4.15 |
Target Fix | 4.15 |
Fix Commit | 3227286 |
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Main Commit | 3231696 |
Created | Dec 5, 2016 |
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Resolved | Dec 8, 2016 |
Updated | Apr 27, 2018 |