Description

This is a common and longstanding crash that has occurred since at least 4.16

User Descriptions

  • Trying to paint my new sandtexture onto the terrain
  • Opened the material editor by double clicking a material, crashed just as the window opened. Fairly simple additive mat
  • painting landscape

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       	}
Steps to Reproduce

repro steps currently unknown

Callstack
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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Fixed
ComponentUE - Rendering
Affects Versions4.164.174.18
Target Fix4.21
CreatedNov 21, 2017
ResolvedOct 1, 2018
UpdatedDec 11, 2018