Description

No user comments in crash group

  172       	const bool bOverrideSelection =
  173       		GIsEditor &&
  174       		!View.Family->EngineShowFlags.Selection &&
  175       		(MaterialRenderProxy->IsSelected() || MaterialRenderProxy->IsHovered());
  176       
  177       	ERHIFeatureLevel::Type FeatureLevel = View.GetFeatureLevel();
  178       	check(Material.GetRenderingThreadShaderMap() && Material.GetRenderingThreadShaderMap()->IsValidForRendering() && Material.GetFeatureLevel() == FeatureLevel);
  179       
  180 ***** 	FUniformExpressionCache* UniformExpressionCache = &MaterialRenderProxy->UniformExpressionCache[FeatureLevel];
  181       	bool bUniformExpressionCacheNeedsDelete = false;
  182       	bool bForceExpressionEvaluation = false;
Steps to Reproduce

No known steps to reproduce

Callstack
Assertion failed: Material.GetRenderingThreadShaderMap() && Material.GetRenderingThreadShaderMap()->IsValidForRendering() && Material.GetFeatureLevel() == FeatureLevel [File:D:\Build\++UE4+Release-4.20+Compile\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp] [Line: 179]

UE4Editor_Renderer!FMaterialShader::SetParametersInner<FRHIVertexShader * __ptr64>() [shaderbaseclasses.cpp:181]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() [basepassrendering.h:827]
UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawElement<2>() [staticmeshdrawlist.inl:186]
UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisibleInner<2>() [staticmeshdrawlist.inl:400]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassStaticDataType() [basepassrendering.cpp:965]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassStaticData() [basepassrendering.cpp:1081]
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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Duplicate
ComponentRendering
Affects Versions4.20
Target Fix4.20.1
CreatedJun 19, 2018
ResolvedJul 24, 2018
UpdatedJul 25, 2018