Description

This is a common crash that has occurred since at least 4.16. The one user comment mentions a plugin, but many of the crashes occur on vanilla builds.

User Descriptions

  • VaTexAltlas plugin enabled imported a .vta atlas file into my content folder tree set a new widget with an image inside selected the brush image from the imported atlas files amd crashed..

Source Context

1849       		int BreakPoint = 0;
 1850       
 1851       		// Assert with detailed information if the shader wasn't found for rendering.  
 1852       		// This is usually the result of an incorrect ShouldCache function.
 1853 ***** 		UE_LOG(LogMaterial, Fatal,
 1854       			TEXT("Couldn't find Shader %s for Material Resource %s!\n")
 1855       			TEXT("		RenderMeshShaderMap %d, RenderThreadShaderMap %d\n")
 1856       			TEXT("		GameMeshShaderMap %d, GameThreadShaderMap %d, bShaderWasFoundInGameShaderMap %d\n")
 1857       			TEXT("		With VF=%s, Platform=%s\n")
 1858       			TEXT("		ShouldCache: Mat=%u, VF=%u, Shader=%u \n")
 1859       			TEXT("		MaterialUsageDesc: %s"),
 1860       			ShaderType->GetName(),  *GetFriendlyName(),
 1861       			MeshShaderMap != nullptr, RenderingThreadShaderMap != nullptr,
 1862       			CachedGameMeshShaderMap != nullptr, CachedGameThreadShaderMap != nullptr, bShaderWasFoundInGameShaderMap,
 1863       			VertexFactoryType->GetName(), *LegacyShaderPlatformToShaderFormat(ShaderPlatform).ToString(),
 1864       			bMaterialShouldCache, bVFShouldCache, bShaderShouldCache,
 1865       			*MaterialUsage
 1866       			);
Steps to Reproduce

repro steps currently unknown

Callstack
Fatal error: [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1867] 
Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly for Material Resource WorldGridMaterial! RenderMeshShaderMap 1, RenderThreadShaderMap 1 GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=0 MaterialUsageDesc: LightingModel=MSM_Unlit, Bl

UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1854]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [shadowdepthrendering.cpp:802]
UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::DrawDynamicMesh() [shadowdepthrendering.cpp:1113]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthDynamic() [shadowdepthrendering.cpp:1439]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthInner() [shadowdepthrendering.cpp:1968]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepth() [shadowdepthrendering.cpp:2073]
UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMapAtlases() [shadowdepthrendering.cpp:2194]
UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMaps() [shadowdepthrendering.cpp:2239]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:811]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1849]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:650]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:559]
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:325]
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:459]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Fixed
ComponentRendering
Affects Versions4.164.174.184.194.204.21
Target Fix4.23
CreatedSep 7, 2017
ResolvedMay 31, 2019
UpdatedJul 8, 2019