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
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,
repro steps currently unknown
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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46061 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.16, 4.16.1 |
Target Fix | 4.16.2 |
Fix Commit | 3505286 |
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Created | Jun 14, 2017 |
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Resolved | Jun 22, 2017 |
Updated | Apr 28, 2021 |