UPDATE
This crash occurs when compiling shaders with a Floating Text asset in the level. Following the repro steps given above, the crash occurs each time opening the editor after forcing shaders to recompile.
ORIGINAL
User comment in crash group:
   98 ***** 	MaskedTextMaterial = AssetContainer.TextMaterial;
   99       	check(MaskedTextMaterial != nullptr);
  100       
  101       	TranslucentTextMaterial = AssetContainer.TranslucentTextMaterial;
  102       	check(TranslucentTextMaterial != nullptr);
  103       
  104       	{
  105       		TextComponent = CreateDefaultSubobject<UTextRenderComponent>( TEXT( "Text" ) );
  106       		check( TextComponent != nullptr );
  107       
  108       		TextComponent->SetMobility( EComponentMobility::Movable );
  109       		TextComponent->SetupAttachment( SceneComponent );
  110       
  111       		TextComponent->SetCollisionProfileName( UCollisionProfile::NoCollision_ProfileName );
  112       
  113       		TextComponent->SetGenerateOverlapEvents(false);
r.InvalidateCachedShaders 1
Expected Result
The editor opens successfully with no errors or warnings encountered
Actual Result
The editor crashes around 90% when trying to reopen the project and cannot be opened
Assertion failed: LineMaterial != nullptr [File:D:\Build\++UE4\Sync\Engine\Source\Editor\VREditor\VREditorFloatingText.cpp] [Line: 97] UE4Editor_VREditor!AFloatingText::AFloatingText() [vreditorfloatingtext.cpp:99] UE4Editor_CoreUObject!StaticConstructObject_Internal() [uobjectglobals.cpp:3156] UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [linkerload.cpp:4127] UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [linkerload.cpp:2925] UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [linkerload.cpp:3087] UE4Editor_CoreUObject!LoadPackageInternal() [uobjectglobals.cpp:1364] UE4Editor_CoreUObject!LoadPackage() [uobjectglobals.cpp:1471] UE4Editor_UnrealEd!UEditorEngine::Map_Load() [editorserver.cpp:2511] UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [editorserver.cpp:5992] UE4Editor_UnrealEd!UEditorEngine::Exec() [editorserver.cpp:5469] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [unrealedsrv.cpp:696] UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [filehelpers.cpp:2355] UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [filehelpers.cpp:3721] UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [unrealedmisc.cpp:348] UE4Editor_UnrealEd!EditorInit() [unrealedglobals.cpp:97] UE4Editor!GuardedMain() [launch.cpp:150] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:144] UE4Editor!WinMain() [launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [exe_common.inl:283] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-62139 in the post.
| 0 | 
| Component | UE - Editor - Workflow Systems | 
|---|---|
| Affects Versions | 4.20, 4.20.1 | 
| Target Fix | 4.21 | 
| Created | Jul 25, 2018 | 
|---|---|
| Resolved | Jul 31, 2018 | 
| Updated | Jan 19, 2024 |