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1785 int BreakPoint = 0;
1786
1787 // Assert with detailed information if the shader wasn't found for rendering.
1788 // This is usually the result of an incorrect ShouldCache function.
1789 ***** UE_LOG(LogMaterial, Fatal,
1790 TEXT("Couldn't find Shader %s for Material Resource %s!\n")
1791 TEXT("RenderMeshShaderMap %d, RenderThreadShaderMap %d\n")
1792 TEXT("GameMeshShaderMap %d, GameThreadShaderMap %d, bShaderWasFoundInGameShaderMap %d\n")
1793 TEXT("With VF=%s, Platform=%s\n")
1794 TEXT("ShouldCache: Mat=%u, VF=%u, Shader=%u \n")
1795 TEXT("MaterialUsageDesc: %s"),
1796 ShaderType->GetName(), *GetFriendlyName(),
1797 MeshShaderMap != nullptr, RenderingThreadShaderMap != nullptr,
1798 CachedGameMeshShaderMap != nullptr, CachedGameThreadShaderMap != nullptr, bShaderWasFoundInGameShaderMap,
1799 VertexFactoryType->GetName(), *LegacyShaderPlatformToShaderFormat(ShaderPlatform).ToString(),
1800 bMaterialShouldCache, bVFShouldCache, bShaderShouldCache,
1801 *MaterialUsage
1802 );
1803 }
No known steps to reproduce
Fatal error: [File:D:\Build\++UE4+Release-4.20+Compile\Sync\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, Spec UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1790] UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [basepassrendering.cpp:763] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [basepassrendering.h:736] UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:480] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:1262] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:540] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [basepassrendering.cpp:1124] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [basepassrendering.cpp:946] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:969] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:2854] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:333] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:467] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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| 0 |
| Component | UE - Graphics Features |
|---|---|
| Affects Versions | 4.20 |
| Target Fix | 4.21 |
| Created | Jun 12, 2018 |
|---|---|
| Resolved | Sep 12, 2018 |
| Updated | Sep 12, 2018 |