Description

This is a common crash affecting users in 4.16.

User Descriptions

  • Tried to edit the VivePreController Mesh
  • tried to edit SM_Skysphere after shaders had finished compiling. For no other reason than that I was wondering how big it was. All the best, thanks! //Mattias
  • Tried to edit SM_Skysphere while compiling shaders after switching to forward shading
  • Imported a known working FBX from another project. Attempted to open static mesh asset. Crashed immediately.
  • I cannot open the mesh asset viewer for anything without crashing now.
  • Attempting to open mesh asset definition
  • Attempting to open the mesh asset viewer is crashing the editor. I've been able to access this mesh before
  • OPENED MATERIAL EDITOR AFTER A LOT OF VR WITH LOTS OF PHYSICS

Source Context

1835       		// Assert with detailed information if the shader wasn't found for rendering.  
 1836       		// This is usually the result of an incorrect ShouldCache function.
 1837 ***** 		UE_LOG(LogMaterial, Fatal,
 1838       			TEXT("Couldn't find Shader %s for Material Resource %s!\n")
 1839       			TEXT("		RenderMeshShaderMap %d, RenderThreadShaderMap %d\n")
 1840       			TEXT("		GameMeshShaderMap %d, GameThreadShaderMap %d, bShaderWasFoundInGameShaderMap %d\n")
 1841       			TEXT("		With VF=%s, Platform=%s\n")
 1842       			TEXT("		ShouldCache: Mat=%u, VF=%u, Shader=%u \n")
 1843       			TEXT("		MaterialUsageDesc: %s"),
 1844       			ShaderType->GetName(),  *GetFriendlyName(),
 1845       			MeshShaderMap != nullptr, RenderingThreadShaderMap != nullptr,
 1846       			CachedGameMeshShaderMap != nullptr, CachedGameThreadShaderMap != nullptr, bShaderWasFoundInGameShaderMap,
 1847       			VertexFactoryType->GetName(), *LegacyShaderPlatformToShaderFormat(ShaderPlatform).ToString(),
 1848       			bMaterialShouldCache, bVFShouldCache, bShaderShouldCache,
 1849       			*MaterialUsage
 1850       			);
Steps to Reproduce

repro steps currently unknown

Callstack
Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1851] 
Couldn't find Shader TBasePassVSFNoLightMapPolicy for Material Resource DefaultPostProcessMaterial! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLandscapeVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=0, Shader=1 MaterialUsageDesc: LightingModel=MSM_Unlit, BlendMode

UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1838]
UE4Editor_Renderer!GetUniformBasePassShaders<0>() [basepassrendering.cpp:772]
UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [basepassrendering.cpp:834]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [basepassrendering.h:1034]
UE4Editor_Renderer!FDrawBasePassStaticMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:462]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassStaticMeshAction>() [basepassrendering.h:1557]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::AddStaticMesh() [basepassrendering.cpp:511]
UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [scenecore.cpp:366]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [primitivesceneinfo.cpp:152]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [primitivesceneinfo.cpp:195]
UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [rendererscene.cpp:511]
UE4Editor_Renderer!<lambda_0628b7e343e078d62bb69bb7a0b80e2d>::operator() [rendererscene.cpp:780]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,<lambda_0628b7e343e078d62bb69bb7a0b80e2d> > >::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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Non-Issue
ComponentRendering
Affects Versions4.164.184.194.204.214.22
Target Fix4.23
CreatedJul 20, 2017
ResolvedMay 16, 2019
UpdatedMay 16, 2019