A crash occurs when setting the WorldGridMaterial from the Engine Content to the Unlit Shading Model and pressing apply.
1. Open any new or existing project.
2. Open the WorldGridMaterial from the Engine Content.
3. Set the Shading Model to Unlit.
4. Press Apply.
Outcome Crash occurs after applying the changes.
Expected The shader is saved using the Unlit shader model.
Fatal error: [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1805] Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly for Material Resource WorldGridMaterial! With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=0 MaterialUsageDesc: LightingModel=MSM_Unlit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={} UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1796] UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:801] UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::AddStaticMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1010] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:326] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:152] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:195] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:505] UE4Editor_Renderer!`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand::DoTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:744] UE4Editor_Renderer!TGraphTask<`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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
How does UMG set overlapping layouts?
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?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Hey, why do i get this when i snap two similar meshes together?
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.14.3, 4.15, 4.21 |
Target Fix | 4.23 |
Created | Mar 13, 2017 |
---|---|
Resolved | Sep 23, 2019 |
Updated | Feb 11, 2020 |