If you disable Support PointLightWholeSceneShadows and try to place a point light in a level the editor will crash.
Current work around is put shadows to low from engine scalability settings.
Working as expected in 4.19 CL# 4033788
Found in 4.20 CL# 4212847, 4.21 CL# 4229165
This is a regression.
Results:
Editor will clash
Expected:
The point light will be placed in the scene
Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1803] Couldn't find Shader TShadowDepthVSForGSVertexShadowDepth_OnePassPointLightPositionOnly for Material Resource WorldGridMaterial! RenderMeshShaderMap 1, RenderThreadShaderMap 1 GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=0 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={}
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1790]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:760]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::UpdateElementState() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:686]
UE4Editor_Renderer!DrawShadowMeshElements<0>() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1312]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthInner() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1880]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepth() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1991]
UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMaps() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:2209]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:873]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2854]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:467]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-62132 in the post.
| 10 |
| Component | UE - Graphics Features |
|---|---|
| Affects Versions | 4.20, 4.21 |
| Target Fix | 4.22 |
| Fix Commit | 5159901 |
|---|
| Created | Jul 25, 2018 |
|---|---|
| Resolved | Feb 28, 2019 |
| Updated | Aug 1, 2019 |