Description

This is a common crash occurring in the 4.16 release. It is spread out across many different CrashGroups with slight variations in Callstack. Additional information is not available at this time.

Some Example CrashGroups
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User Descriptions

  • Click on plane preview in material editor

Source Context

 136       			if (DebugUniformExpressionUBLayout.GetHash() != UniformExpressionCache->UniformBuffer->GetLayout().GetHash())
  137       			{
  138       				UE_LOG(LogShaders, Warning, TEXT("Material Expression UB mismatch!"));
  139       				DumpUB(DebugUniformExpressionUBLayout);
  140       				DumpUB(UniformExpressionCache->UniformBuffer->GetLayout());
  141       				bUniformExpressionSetMismatch = true;
  142       			}
  143       		}
  144       	}
  145       	if (bUniformExpressionSetMismatch)
  146       	{
  147 ***** 		UE_LOG(
  148       			LogShaders,
  149       			Fatal,
  150       			TEXT("%s shader uniform expression set mismatch for material %s/%s.\n")
  151       			TEXT("Shader compilation info:                %s\n")
  152       			TEXT("Material render proxy compilation info: %s\n")
  153       			TEXT("Shader uniform expression set:   %u vectors, %u scalars, %u 2D textures, %u cube textures, %u scalars/frame, %u vectors/frame, shader map %p\n")
  154       			TEXT("Material uniform expression set: %u vectors, %u scalars, %u 2D textures, %u cube textures, %u scalars/frame, %u vectors/frame, shader map %p\n"),
  155       			GetType()->GetName(),
  156       			*MaterialRenderProxy->GetFriendlyName(),
  157       			*Material.GetFriendlyName(),
  158       			*DebugDescription,
  159       			*Material.GetRenderingThreadShaderMap()->GetDebugDescription(),
  160       			DebugUniformExpressionSet.NumVectorExpressions,
  161       			DebugUniformExpressionSet.NumScalarExpressions,
  162       			DebugUniformExpressionSet.Num2DTextureExpressions,
Steps to Reproduce

repro steps currently unknown

Callstack
Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp] [Line: 175] 
TBasePassVSFNoLightMapPolicy shader uniform expression set mismatch for material Water_Transparent/WorldGridMaterial. 
Shader compilation info: WorldGridMaterial Material render proxy compilation info: Compiling WorldGridMaterial: 
Platform=PCD3D_SM5, Usage=LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, 
TwoSided=0, TSNormal=1, Masked=0, Distorted=0, Wr

UE4Editor_Renderer!FMaterialShader::VerifyExpressionAndShaderMaps() [shaderbaseclasses.cpp:148]
UE4Editor_Renderer!FMaterialShader::SetParameters<FRHIVertexShader * __ptr64>() [shaderbaseclasses.cpp:226]
UE4Editor_Renderer!TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicyShaderParametersType>::SetParameters() [basepassrendering.h:377]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() [basepassrendering.h:1127]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:610]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:1557]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:665]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [basepassrendering.cpp:1058]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [basepassrendering.cpp:1257]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [basepassrendering.cpp:880]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:910]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1821]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327]
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Fixed
ComponentRendering
Affects Versions4.164.16.1
Target Fix4.16.2
Fix Commit3505286
CreatedJun 14, 2017
ResolvedJun 22, 2017
UpdatedApr 27, 2018