When Forward Shading is enabled, if you create a material with their properties setup with the following:
Material Domain: Deferred Decal - Blend Mode: Translucent - Decal Blend Mode: Emissive
The Engine will crash.
Working as expected in 4.20 CL# 4369336
Found in 4.21 CL# 4753647, 4768593
Results:
The Editor will crash while the preview is being generated
Expected:
The Shaders would compile and the preview would render
Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1871] Couldn't find Shader FMeshDecalsEmissivePS for Material Resource NewMaterial! 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_Translucent, SpecialEngine=0, 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:417] UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1858] UE4Editor_Renderer!FDecalDrawingPolicyFactory::DrawMesh() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\compositionlighting\postprocessmeshdecals.cpp:593] UE4Editor_Renderer!RenderPrimitive() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\compositionlighting\postprocessmeshdecals.cpp:648] UE4Editor_Renderer!RenderMeshDecals() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\compositionlighting\postprocessmeshdecals.cpp:715] UE4Editor_Renderer!FRCPassPostProcessDeferredDecals::Process() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\compositionlighting\postprocessdeferreddecals.cpp:790] UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:687] UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:241] UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.h:101] UE4Editor_Renderer!FCompositionLighting::ProcessAfterBasePass() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\compositionlighting\compositionlighting.cpp:376] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1185] 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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-69077 in the post.
2 |
Component | UE - Graphics Features |
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Affects Versions | 4.21, 4.22 |
Target Fix | 4.22 |
Created | Jan 25, 2019 |
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Resolved | Feb 21, 2019 |
Updated | Mar 23, 2019 |