A crash is occurring when adding an empty shader directory when using the custom node within the material editor. This crash is preventing some users from opening their projects that use this workflow to create custom shaders.
This is a regression from the previous version of the editor.
4.16.2-3514769: Does not occur
4.17 Preview 1-3528061: Crash occurs
//UE4/Release-4.17-3535404: Crash occurs
1. Create new blank project
2. Create new material
3. Add Custom Node.
4. Add the following: #include "" return0;
5. Plug into Base Color
Outcome Crash occurs shortly after entering the text and compiling the shader
Expected The editor produces a compile error message like in previous versions (see image attached)
KERNELBASE.dll!0x00000000FD36A06D ShaderCompileWorker-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\program files\perforce\hurley_releases\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120] ShaderCompileWorker-Core.dll!FOutputDevice::Logf__VA() [d:\program files\perforce\hurley_releases\engine\source\runtime\core\private\misc\outputdevice.cpp:70] ShaderCompileWorker-Core.dll!FDebug::AssertFailed() [d:\program files\perforce\hurley_releases\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] ShaderCompileWorker-ShaderCore.dll!CheckVirtualShaderFilePath() [d:\program files\perforce\hurley_releases\engine\source\runtime\shadercore\private\shadercore.cpp:208] ShaderCompileWorker-ShaderCore.dll!GetShaderSourceFilePath() [d:\program files\perforce\hurley_releases\engine\source\runtime\shadercore\private\shadercore.cpp:296] ShaderCompileWorker-ShaderCore.dll!LoadShaderSourceFile() [d:\program files\perforce\hurley_releases\engine\source\runtime\shadercore\private\shadercore.cpp:411] ShaderCompileWorker-ShaderPreprocessor.dll!FMcppFileLoader::GetFileContents() [d:\program files\perforce\hurley_releases\engine\source\developer\shaderpreprocessor\private\shaderpreprocessor.cpp:79] ShaderCompileWorker-ShaderPreprocessor.dll!norm_path() [d:\depot\ue4\engine\source\thirdparty\mcpp\mcpp-2.7.2\src\system.c:2474] ShaderCompileWorker-ShaderPreprocessor.dll!open_file() [d:\depot\ue4\engine\source\thirdparty\mcpp\mcpp-2.7.2\src\system.c:3432] ShaderCompileWorker-ShaderPreprocessor.dll!open_include() [d:\depot\ue4\engine\source\thirdparty\mcpp\mcpp-2.7.2\src\system.c:3254] ShaderCompileWorker-ShaderPreprocessor.dll!do_include() [d:\depot\ue4\engine\source\thirdparty\mcpp\mcpp-2.7.2\src\system.c:3178] ShaderCompileWorker-ShaderPreprocessor.dll!directive() [d:\depot\ue4\engine\source\thirdparty\mcpp\mcpp-2.7.2\src\directive.c:324] ShaderCompileWorker-ShaderPreprocessor.dll!mcpp_main() [d:\depot\ue4\engine\source\thirdparty\mcpp\mcpp-2.7.2\src\main.c:690] ShaderCompileWorker-ShaderPreprocessor.dll!mcpp_lib_main() [d:\depot\ue4\engine\source\thirdparty\mcpp\mcpp-2.7.2\src\main.c:426] ShaderCompileWorker-ShaderPreprocessor.dll!mcpp_run() [d:\depot\ue4\engine\source\thirdparty\mcpp\mcpp-2.7.2\src\main.c:495] ShaderCompileWorker-ShaderPreprocessor.dll!PreprocessShader() [d:\program files\perforce\hurley_releases\engine\source\developer\shaderpreprocessor\private\shaderpreprocessor.cpp:143] ShaderCompileWorker-ShaderFormatD3D.dll!CompileD3D11Shader() [d:\program files\perforce\hurley_releases\engine\source\developer\windows\shaderformatd3d\private\d3d11shadercompiler.cpp:981] ShaderCompileWorker-ShaderFormatD3D.dll!CompileShader_Windows_SM5() [d:\program files\perforce\hurley_releases\engine\source\developer\windows\shaderformatd3d\private\d3d11shadercompiler.cpp:1119] ShaderCompileWorker.exe!FWorkLoop::ProcessInputFromArchive() [d:\program files\perforce\hurley_releases\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:308] ShaderCompileWorker.exe!FWorkLoop::Loop() [d:\program files\perforce\hurley_releases\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:160] ShaderCompileWorker.exe!GuardedMain() [d:\program files\perforce\hurley_releases\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:903] ShaderCompileWorker.exe!GuardedMainWrapper() [d:\program files\perforce\hurley_releases\engine\source\programs\shadercompileworker\private\shadercompileworker.cpp:930] Sh UE4Editor_Core!FDebug::AssertFailed() [d:\program files\perforce\hurley_releases\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_Engine!SCWErrorCode::HandleGeneralCrash() [d:\program files\perforce\hurley_releases\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:284] UE4Editor_Engine!DoReadTaskResults() [d:\program files\perforce\hurley_releases\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:641] UE4Editor_Engine!FShaderCompileThreadRunnable::ReadAvailableResults() [d:\program files\perforce\hurley_releases\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1193] UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() [d:\program files\perforce\hurley_releases\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1341] UE4Editor_Engine!FShaderCompileThreadRunnableBase::Run() [d:\program files\perforce\hurley_releases\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:865] UE4Editor_Core!FRunnableThreadWin::Run() [d:\program files\perforce\hurley_releases\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 can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I can't open my map from the editor.
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.17 |
Target Fix | 4.17 |
Created | Jul 13, 2017 |
---|---|
Resolved | Jul 14, 2017 |
Updated | Apr 27, 2018 |