Description

This problem occurs when we use the Eye Adaptation node for calculations. Also, it does not seem to happen in 4.21.

Steps to Reproduce

1. Create Material
2. Create Eye Adaptation node and Texture sample Node,
3. Connecting they to Divide node
4. Finally, Connecting that node to Base Color and Apply, editor crash [Image Removed]

Callstack

UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::SetResourcesFromTables<FD3D11PixelShader>(const FD3D11PixelShader * Shader) 行 1500 C++
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::CommitGraphicsResourceTables() 行 1561 C++
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHIDrawIndexedPrimitive(FRHIIndexBuffer * IndexBufferRHI, int BaseVertexIndex, unsigned int FirstInstance, unsigned int NumVertices, unsigned int StartIndex, unsigned int NumPrimitives, unsigned int NumInstances) 行 1660 C++
UE4Editor-RHI.dll!FRHICommandDrawIndexedPrimitive::Execute(FRHICommandListBase & CmdList) 行 224 C++
UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase & CmdList) 行 325 C++
UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner(FRHICommandListBase & CmdList) 行 592 C++
UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteList(FRHICommandListImmediate & CmdList) 行 642 C++
[インライン フレーム] UE4Editor-RenderCore.dll!FRHICommandListImmediate::ImmediateFlush(EImmediateFlushType::Type FlushType) 行 114 C++

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Fixed
ComponentRendering
Affects Versions4.22
Target Fix4.22.1
Fix Commit5919861
Main Commit5919864
CreatedApr 11, 2019
ResolvedApr 16, 2019
UpdatedApr 23, 2019