Steps to Reproduce
  1. Create a translucent material and use custom depth texture(or scene depth texture) and assign it to opacity output.
  2. Enable "Allow Custom Depth Writes" of the material.
  3. Assign the material to a mesh's second section and project a preshadow from a directional light.

The editor will crash because the PassUniformBuffer is empty when drawing the mesh on FDepthDrawingPolicyFactory::DrawMesh.

 

Callstack
Access violation - code c0000005 (first/second chance not available)

UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHISetShaderUniformBuffer() [d:\build\++ue4\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:719]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\build\++ue4\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:325]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [d:\build\++ue4\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:578]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [d:\build\++ue4\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:628]
UE4Editor_RHI!FDynamicRHI::LockVertexBuffer_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1964]
UE4Editor_Renderer!FProjectedShadowInfo::RenderProjection() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowrendering.cpp:1006]
UE4Editor_Renderer!FSceneRenderer::RenderShadowProjections() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowrendering.cpp:1431]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderShadowProjections() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\shadowrendering.cpp:1474]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\lightrendering.cpp:791]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1233]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2953]
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:679]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:575]
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]

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Fixed
ComponentUE - Platform - Mobile
Affects Versions4.21
Target Fix4.22
CreatedDec 3, 2018
ResolvedFeb 25, 2019
UpdatedFeb 25, 2019