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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
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