This is a common and longstanding crash that has occurred since at least 4.16
User Descriptions
Source Context
555 /** Removes this shader from the ID lookup map. */ 556 void Deregister(); 557 558 /** Returns the hash of the shader file that this shader was compiled with. */ 559 const FSHAHash& GetHash() const; 560 561 /** @return If the shader is linked with a vertex factory, returns the vertex factory's parameter object. */ 562 virtual const FVertexFactoryParameterRef* GetVertexFactoryParameterRef() const { return NULL; } 563 564 /** @return the shader's vertex shader */ 565 inline const FVertexShaderRHIParamRef GetVertexShader() 566 { 567 ***** return Resource->GetVertexShader(); 568 } 569 /** @return the shader's pixel shader */ 570 inline const FPixelShaderRHIParamRef GetPixelShader() 571 { 572 return Resource->GetPixelShader(); 573 }
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_ShaderCore!FShader::GetVertexShader() [shader.h:568] UE4Editor_Renderer!TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicyShaderParametersType>::SetParameters() [basepassrendering.h:375] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() [basepassrendering.h:1127] UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawElement<2>() [staticmeshdrawlist.inl:146] UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisibleInner<2>() [staticmeshdrawlist.inl:359] UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisible() [staticmeshdrawlist.inl:411] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassStaticDataType() [basepassrendering.cpp:901] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassStaticData() [basepassrendering.cpp:1015] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [basepassrendering.cpp:1256] 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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0 |
Component | UE - Graphics Features |
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Affects Versions | 4.16, 4.17, 4.18 |
Target Fix | 4.21 |
Created | Nov 21, 2017 |
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Resolved | Oct 1, 2018 |
Updated | Dec 11, 2018 |