Description

The editor crashes with an ensure in the output log when Vector Field flag is toggled on in the show options of the viewport.

LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PrimitiveSceneProxy.cpp] [Line: 598]
LogOutputDevice:Error: PrimitiveComponent tried to render with Material LevelColorationUnlitMaterial, which was not present in the component's GetUsedMaterials results
LogOutputDevice:Error:     Owner: Vector_Test_2, Resource: Vector_Test
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!FPrimitiveSceneProxy::VerifyUsedMaterial() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\primitivesceneproxy.cpp:598]
LogOutputDevice:Error: UE4Editor-Engine.dll!FMeshElementCollector::AddMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\scenemanagement.cpp:233]
LogOutputDevice:Error: UE4Editor-Engine.dll!GetVectorFieldMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\vectorfieldvisualization.cpp:261]
LogOutputDevice:Error: UE4Editor-Engine.dll!FGPUSpriteDynamicEmitterData::GetDynamicMeshElementsEmitter() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlegpusimulation.cpp:2998]
LogOutputDevice:Error: UE4Editor-Engine.dll!FParticleSystemSceneProxy::GetDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6897]
LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1958]
LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2617]
LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2860]
LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:589]
LogOutputDevice:Error: UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728]
LogOutputDevice:Error: UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
LogOutputDevice:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
LogOutputDevice:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
LogOutputDevice:Error: KERNEL32.DLL!0x000000007A988364
LogOutputDevice:Error: ntdll.dll!0x000000007AEC70D1

This is a Regression from 4.14.3

Steps to Reproduce
  1. Open QAGame
  2. Open TM-ShowFlags_Developer ( Maps > Rendering)
  3. Click Show in the viewport
  4. In the dropdown, go to Developer under All Show Flags
  5. Toggle on Vector Fields

Result: Ensure crash in Output Log

Expected Result: The editor remains stable

Callstack
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PrimitiveSceneProxy.cpp] [Line: 598]
LogOutputDevice:Error: PrimitiveComponent tried to render with Material LevelColorationUnlitMaterial, which was not present in the component's GetUsedMaterials results
LogOutputDevice:Error:     Owner: Vector_Test_2, Resource: Vector_Test
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!FPrimitiveSceneProxy::VerifyUsedMaterial() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\primitivesceneproxy.cpp:598]
LogOutputDevice:Error: UE4Editor-Engine.dll!FMeshElementCollector::AddMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\scenemanagement.cpp:233]
LogOutputDevice:Error: UE4Editor-Engine.dll!GetVectorFieldMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\vectorfieldvisualization.cpp:261]
LogOutputDevice:Error: UE4Editor-Engine.dll!FGPUSpriteDynamicEmitterData::GetDynamicMeshElementsEmitter() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlegpusimulation.cpp:2998]
LogOutputDevice:Error: UE4Editor-Engine.dll!FParticleSystemSceneProxy::GetDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6897]
LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1958]
LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2617]
LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2860]
LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:589]
LogOutputDevice:Error: UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728]
LogOutputDevice:Error: UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
LogOutputDevice:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
LogOutputDevice:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
LogOutputDevice:Error: KERNEL32.DLL!0x000000007A988364
LogOutputDevice:Error: ntdll.dll!0x000000007AEC70D1

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Backlogged
ComponentRendering - Cascade
Affects Versions4.15
Target Fix4.24
CreatedJan 11, 2017
UpdatedJul 11, 2019