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Disable LQ the lightmap shader permutation under Project Settings, Rendering, Shader Permutation Reduction
Restart editor when prompted
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crash
Fatal error: [File:D:\Projects\HD\UnrealEngine\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1776] Couldn't find Shader TMobileBasePassVSTDistanceFieldShadowsAndLightMapPolicyLQHDRLinear64 for Material Resource WorldGridMaterial! With VF=FLocalVertexFactory, Platform=PCD3D_ES31 ShouldCache: Mat=1, VF=1, Shader=0 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={} UE4Editor_Core!FDebug::AssertFailed() [d:\projects\hd\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:332] UE4Editor_Engine!FMaterial::GetShader() [d:\projects\hd\unrealengine\engine\source\runtime\engine\private\materials\materialshared.cpp:1767] UE4Editor_Renderer!GetUniformMobileBasePassShaders<11,0>() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\mobilebasepassrendering.h:536] UE4Editor_Renderer!GetMobileBasePassShaders<FUniformLightMapPolicy,0>::GetMobileBasePassShaders<FUniformLightMapPolicy,0>() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\mobilebasepassrendering.h:613] UE4Editor_Renderer!FDrawMobileBasePassStaticMeshAction::AddMeshToStaticDrawList<FUniformLightMapPolicy>() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\mobilebasepassrendering.cpp:246] UE4Editor_Renderer!FDrawMobileBasePassStaticMeshAction::Process<0>() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\mobilebasepassrendering.cpp:236] UE4Editor_Renderer!ProcessMobileBasePassMesh<FDrawMobileBasePassStaticMeshAction,0>() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\mobilebasepassrendering.h:1052] UE4Editor_Renderer!FMobileBasePassOpaqueDrawingPolicyFactory::AddStaticMesh() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\mobilebasepassrendering.cpp:297] UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\scenecore.cpp:377] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:146] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:189] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\rendererscene.cpp:467] UE4Editor_Renderer!`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand::DoTask() [d:\projects\hd\unrealengine\engine\source\runtime\renderer\private\rendererscene.cpp:705] UE4Editor_Renderer!TGraphTask<`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [d:\projects\hd\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\projects\hd\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\projects\hd\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [d:\projects\hd\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:320] UE4Editor_RenderCore!FRenderingThread::Run() [d:\projects\hd\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:454] UE4Editor_Core!FRunnableThreadWin::Run() [d:\projects\hd\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42971 in the post.
0 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.16 |
Target Fix | 4.16 |
Fix Commit | 3349254 |
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Main Commit | 3383473 |
Created | Mar 16, 2017 |
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Resolved | Mar 20, 2017 |
Updated | Sep 16, 2019 |