Description

Generated from CrashReporter

Steps to Reproduce

No known steps to reproduce

Callstack
UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:79]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:71]
UE4Editor-Core!FDebug::AssertFailed(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:440]
UE4Editor-Renderer!FMaterialShader::VerifyExpressionAndShaderMaps(FMaterialRenderProxy const *,FMaterial const &,FUniformExpressionCache const *) [ShaderBaseClasses.cpp:165]
UE4Editor-Renderer!FMaterialShader::GetShaderBindings(FScene const *,ERHIFeatureLevel::Type,FMaterialRenderProxy const &,FMaterial const &,FMeshDrawSingleShaderBindings &) [ShaderBaseClasses.cpp:385]
UE4Editor-Renderer!FMeshMaterialShader::GetShaderBindings(FScene const *,ERHIFeatureLevel::Type,FPrimitiveSceneProxy const *,FMaterialRenderProxy const &,FMaterial const &,FMeshPassProcessorRenderState const &,FMeshMaterialShaderElementData const &,FMeshDrawSingleShaderBindings &) [ShaderBaseClasses.cpp:526]
UE4Editor-Renderer!FMeshPassProcessor::BuildMeshDrawCommands<TMeshProcessorShaders<TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicy>,FMeshMaterialShader,FMeshMaterialShader,FMeshMaterialShader>,TBasePassShaderElementData<FUniformLightMapPolicy> >(FMeshBatch const &,unsigned __int64,FPrimitiveSceneProxy const *,FMaterialRenderProxy const &,FMaterial const &,FMeshPassProcessorRenderState const &,TMeshProcessorShaders<TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicy>,FMeshMaterialShader,FMeshMaterialShader,FMeshMaterialShader>,ERasterizerFillMode,ERasterizerCullMode,FMeshDrawCommandSortKey,EMeshPassFeatures,TBasePassShaderElementData<FUniformLightMapPolicy> const &) [MeshPassProcessor.inl:67]
UE4Editor-Renderer!FBasePassMeshProcessor::Process<FUniformLightMapPolicy>(FMeshBatch const &,unsigned __int64,int,FPrimitiveSceneProxy const *,FMaterialRenderProxy const &,FMaterial const &,EBlendMode,EMaterialShadingModel,FUniformLightMapPolicy const &,FLightCacheInterface const * const &,ERasterizerFillMode,ERasterizerCullMode) [BasePassRendering.cpp:971]
UE4Editor-Renderer!FBasePassMeshProcessor::AddMeshBatch(FMeshBatch const &,unsigned __int64,FPrimitiveSceneProxy const *,int) [BasePassRendering.cpp:1505]
UE4Editor-Renderer!FPrimitiveSceneInfo::CacheMeshDrawCommands(FRHICommandListImmediate &) [PrimitiveSceneInfo.cpp:269]
UE4Editor-Renderer!FPrimitiveSceneInfo::AddStaticMeshes(FRHICommandListImmediate &,bool) [PrimitiveSceneInfo.cpp:423]
UE4Editor-Renderer!FPrimitiveSceneInfo::AddToScene(FRHICommandListImmediate &,bool,bool) [PrimitiveSceneInfo.cpp:506]
UE4Editor-Renderer!FScene::AddPrimitiveSceneInfo_RenderThread(FRHICommandListImmediate &,FPrimitiveSceneInfo *) [RendererScene.cpp:839]
UE4Editor-Renderer!<lambda_d6e536c5395cba221ed4ff167313c746>::operator() [RendererScene.cpp:1213]
UE4Editor-Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,<lambda_d6e536c5395cba221ed4ff167313c746> > >::ExecuteTask  [TaskGraphInterfaces.h:842]
UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:686]
UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:582]
UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:333]
UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:464]
UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96]
UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53]
KERNEL32!7d460000  + 17974
ntdll!7d9e0000  + 6a271
Community References

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Fixed
ComponentUE - Rendering
Affects Versions4.224.234.24.14.254.25.14.25.24.25.3
Target Fix4.25.4
Fix Commit14189065
Release Commit14189065
CreatedApr 19, 2019
ResolvedAug 26, 2020
UpdatedApr 28, 2021