Description

User comments in crash group:

  • Light exort crash
  • Swarm agent crash.
  • Building lighting
 1496       #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
 1497       		if (!Buffer)
 1498       		{
 1499 ***** 			UE_LOG(LogD3D11RHI, Fatal, TEXT("Shader expected a uniform buffer of struct type %s at slot %u but got null instead.  Rendering code needs to set a valid uniform buffer for this slot."), 
 1500       				*Shader->UniformBuffers[BufferIndex].GetPlainNameString(),
 1501       				BufferIndex);
 1502       		}
Steps to Reproduce
  1. Open any opaque material (e.g. DefaultMaterial)
  2. Add custom node and connect it any output (e.g. Base Color).
  3. Paste into custom node's code field: SceneTexturesStruct.SceneDepthTexture.SampleLevel(SceneTexturesStruct.SceneDepthTextureSampler, 0.0, 0).r;
Callstack
Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 1502] Shader expected a uniform buffer of struct type SceneTexturesStruct at slot 3 but got null instead. Rendering code needs to set a valid uniform buffer for this slot.

UE4Editor_D3D11RHI!FD3D11DynamicRHI::SetResourcesFromTables<FD3D11PixelShader>() [d3d11commands.cpp:1500]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::CommitGraphicsResourceTables() [d3d11commands.cpp:1561]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawPrimitive() [d3d11commands.cpp:1587]
UE4Editor_Renderer!FMeshDrawingPolicy::DrawMesh() [drawingpolicy.cpp:201]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:507]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:1257]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:540]
UE4Editor_Renderer!FRendererModule::DrawTileMesh() [renderer.cpp:147]
UE4Editor_Engine!<lambda_62929dd036ae474eaeed60a377672466>::operator() [tilerendering.cpp:488]
UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FCanvasTileRendererItem::Render_GameThread'::`2'::DrawTileCommandName,<lambda_62929dd036ae474eaeed60a377672466> > >::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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Fixed
ComponentRendering
Affects Versions4.20
Target Fix4.20
Fix Commit4198068
Main Commit4202609
Release Commit4198068
CreatedJul 5, 2018
ResolvedJul 9, 2018
UpdatedJul 11, 2018