Description

Using "Set Material" for a static mesh in blueprint causes a crash.

Working properly in 4.19 CL# 4033788

Found in 4.20 CL# 4233996 and 4.21 CL# 4234136

This is a regression.

Steps to Reproduce
  1. Open the editor
  2. Create a new blueprint from actor
  3. Open the actor and add a static mesh component
  4. Setup the Event Graph like the attached image
  5. Place the actor in the scene
  6. Play in editor

Results:
The editor crashes

Expected:
The actor would spawn the static mesh and set it to the appropriate material

Callstack
Assertion failed: Mesh.VertexFactory->IsInitialized() [File:D:\Main\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp] [Line: 47]

UE4Editor_Core!FDebug::AssertFailed() [d:\main\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_Renderer!FBatchingSPDI::DrawMesh() [d:\main\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:49]
UE4Editor_Engine!FStaticMeshSceneProxy::DrawStaticElements() [d:\main\engine\source\runtime\engine\private\staticmeshrender.cpp:865]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\main\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:152]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\main\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:211]
UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\main\engine\source\runtime\renderer\private\rendererscene.cpp:650]
UE4Editor_Renderer!<lambda_62fe13b83733dfa58d31fcd06f4bbe45>::operator()() [d:\main\engine\source\runtime\renderer\private\rendererscene.cpp:877]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,<lambda_62fe13b83733dfa58d31fcd06f4bbe45> > >::ExecuteTask() [d:\main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\main\engine\source\runtime\core\private\async\taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\main\engine\source\runtime\core\private\async\taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [d:\main\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\main\engine\source\runtime\rendercore\private\renderingthread.cpp:467]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

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Fixed
ComponentRendering
Affects Versions4.204.21
Target Fix4.20.3
Fix Commit4340364
CreatedJul 30, 2018
ResolvedSep 4, 2018
UpdatedFeb 4, 2019