Description

Using volume material used in a material billboard Causes Crash When used with volumetric fog.

Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4541578, 4.22 CL# 4618663

Steps to Reproduce
  1. Open the Editor.
  2. Create a simple volume material that just has a 3Vector node connected to "Albedo".
  3. Add a exponential height fog and enabled volumetric fog.
  4. Create an actor Blueprint with a material billboard component set to the volume material.
  5. Place the actor in the level

Results:
Crash

Expected:
The billboard should be visible as a volumetric local fog

Callstack
Assertion failed: BatchElement.PrimitiveUniformBufferResource [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp] [Line: 517]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_Renderer!FMeshMaterialShader::SetMesh<FRHIVertexShader * __ptr64>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:518]
UE4Editor_Renderer!FVoxelizeVolumeVS::SetMesh() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfogvoxelization.cpp:178]
UE4Editor_Renderer!FVoxelizeVolumeDrawingPolicy::SetMeshRenderState() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfogvoxelization.cpp:588]
UE4Editor_Renderer!VoxelizeVolumePrimitive() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfogvoxelization.cpp:675]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::VoxelizeFogVolumePrimitives() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfogvoxelization.cpp:733]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::ComputeVolumetricFog() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\volumetricfog.cpp:1145]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:907]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2749]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:331]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:465]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

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Won't Fix
ComponentUE - Graphics Features
Affects Versions4.194.204.214.22
CreatedDec 3, 2018
ResolvedAug 18, 2021
UpdatedAug 18, 2021