Crash on switching to landscape/paint tab when using a landscape material that has a material function hooked onto the WorldPositionOffset.
Working as expected in 4.21 CL# 4753647
Found in 4.22 CL# 5035897 and 4.22
This is a regression
Steps with attached project:
Results:
Crash regardless of the material function used
Expected:
Paint tool to be selected
Assertion failed: [File:D:\JeremyMain\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1899] Couldn't find Shader FVelocityVS for Material Resource NewMaterial! RenderMeshShaderMap 1, RenderThreadShaderMap 1 GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=0, VF=1, Shader=1 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=1, Usage={} UE4Editor_Engine!FMaterial::GetShader() [d:\jeremymain\engine\source\runtime\engine\private\materials\materialshared.cpp:1886] UE4Editor_Renderer!GetVelocityPassShaders() [d:\jeremymain\engine\source\runtime\renderer\private\velocityrendering.cpp:654] UE4Editor_Renderer!FVelocityMeshProcessor::AddMeshBatch() [d:\jeremymain\engine\source\runtime\renderer\private\velocityrendering.cpp:616] UE4Editor_Renderer!FPrimitiveSceneInfo::CacheMeshDrawCommands() [d:\jeremymain\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:246] UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\jeremymain\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:372] UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\jeremymain\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:498] UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\jeremymain\engine\source\runtime\renderer\private\rendererscene.cpp:786] UE4Editor_Renderer!<lambda_d6e536c5395cba221ed4ff167313c746>::operator()() [d:\jeremymain\engine\source\runtime\renderer\private\rendererscene.cpp:1164] UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,<lambda_d6e536c5395cba221ed4ff167313c746> > >::ExecuteTask() [d:\jeremymain\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\jeremymain\engine\source\runtime\core\private\async\taskgraph.cpp:685] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\jeremymain\engine\source\runtime\core\private\async\taskgraph.cpp:582] UE4Editor_RenderCore!RenderingThreadMain() [d:\jeremymain\engine\source\runtime\rendercore\private\renderingthread.cpp:339] UE4Editor_RenderCore!FRenderingThread::Run() [d:\jeremymain\engine\source\runtime\rendercore\private\renderingthread.cpp:470] UE4Editor_Core!FRunnableThreadWin::Run() [d:\jeremymain\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-70569 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.22, 4.23 |
Target Fix | 4.22 |
Created | Feb 25, 2019 |
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Resolved | Feb 25, 2019 |
Updated | Mar 23, 2019 |