Description

Editor crashes when importing an .abc file as a skeletal mesh and the assets materials already exist inside the project.
-Materials need exist inside project before import
-If the .abc file is imported first and the materials are then brought into the project the project will not crash, however if the asset is reimported crash will occur
-Crash does not occur with a static mesh but the mesh also does not import
-No crash occurs and asset imports when imported as a Geometry Cache
-Don't have assets to test if this occurs in 4.18.3

Steps to Reproduce
  1. Download attached project and .abc file (see project already has assets materials added to it)
  2. Import the .abc file into the editor
  3. Select Skeletal in the dropdown(see attached screenshot)
  4. Select Find Materials(see attached screenshot)
  5. Import
  6. See crash

or

  1. Create a new empty project
  2. Unzip the attached folder 322463-debug and place the materials in this folder inside the content folder of your just created project
  3. Import the .abc file into the project as a skeletal mesh with the option Find Materials selected (see screenshots for settings)
  4. Import
  5. See crash

Expected: Editor does not crash on import of .abc file as a skeletal mesh when Find Materials is selected and the materials already exist inside the project

Result: Editor crashes on import of .abc file as a skeletal mesh when Find Materials is selected and the materials already exist inside the project

Callstack
LoginId:bdcd2df1437ec38ad0d19c85e30ff2d1
EpicAccountId:1ed52ca976af4368b6c30d11b7cdc18f

Fatal error: [File:D:\Ridley_DevMain\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1803] Couldn't find Shader TBasePassVSFNoLightMapPolicy for Material Resource M_Rock! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=TGPUSkinVertexFactoryfalse, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=1 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={bUsedWithSkeletalMesh,bUsedWithMorphTargets}

UE4Editor_Core!FDebug::AssertFailed() [d:\ridley_devmain\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_Engine!FMaterial::GetShader() [d:\ridley_devmain\engine\source\runtime\engine\private\materials\materialshared.cpp:1790]
UE4Editor_Renderer!GetUniformBasePassShaders<0>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:698]
UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:766]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.h:736]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:480]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.h:1262]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:540]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:1124]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:1333]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\ridley_devmain\engine\source\runtime\renderer\private\basepassrendering.cpp:946]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\ridley_devmain\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:969]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\ridley_devmain\engine\source\runtime\renderer\private\scenerendering.cpp:2854]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\ridley_devmain\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\ridley_devmain\engine\source\runtime\core\private\async\taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\ridley_devmain\engine\source\runtime\core\private\async\taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [d:\ridley_devmain\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\ridley_devmain\engine\source\runtime\rendercore\private\renderingthread.cpp:467]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\ridley_devmain\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
LoginId:bdcd2df1437ec38ad0d19c85e30ff2d1
EpicAccountId:1ed52ca976af4368b6c30d11b7cdc18f

Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1928] Couldn't find Shader TBasePassVSFNoLightMapPolicy for Material Resource M_Rock! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=TGPUSkinVertexFactoryfalse, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=1 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={bUsedWithSkeletalMesh,bUsedWithMorphTargets}

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1915]
UE4Editor_Renderer!GetUniformBasePassShaders<0>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:868]
UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:936]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1040]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:649]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1578]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:709]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1162]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1369]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:984]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:989]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2749]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:331]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:465]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

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Fixed
ComponentAnim
Affects Versions4.19.24.204.21
Target Fix4.21
Fix Commit4495135
Main Commit4551290
Release Commit4495135
CreatedJun 8, 2018
ResolvedOct 22, 2018
UpdatedJan 17, 2019