This is a common and longstanding crash that has occurred since at least 4.14. Users have not provided any useful descriptions of their actions when the crash occurred.
Source Context
740 741 static void CheckSingleJob(FShaderCompileJob* SingleJob, TArray<FString>& Errors) 742 { 743 if (SingleJob->bSucceeded) 744 { 745 check(SingleJob->Output.ShaderCode.GetShaderCodeSize() > 0); 746 } 747 748 ***** if (GShowShaderWarnings || !SingleJob->bSucceeded) 749 { 750 for (int32 ErrorIndex = 0; ErrorIndex < SingleJob->Output.Errors.Num(); ErrorIndex++) 751 { 752 Errors.AddUnique(SingleJob->Output.Errors[ErrorIndex].GetErrorString()); 753 } 754 } 755 };
repro steps currently unknown
Assertion failed: SingleJob->Output.ShaderCode.GetShaderCodeSize() > 0 [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 746] UE4Editor_Engine!CheckSingleJob() [shadercompiler.cpp:749] UE4Editor_Engine!FShaderCompilingManager::ProcessCompiledShaderMaps() [shadercompiler.cpp:1764] UE4Editor_Engine!FShaderCompilingManager::ProcessAsyncResults() [shadercompiler.cpp:2378] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3224] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52629 in the post.