Description

Generated from CrashReporter

Steps to Reproduce
  • Open the attached project (SkyCaptureCrash)
  • Press play in editor
  • The editor should crash immediately.
Callstack
Assertion failed: UniformExpressionCache.bUpToDate && UniformExpressionCache.UniformBuffer [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp] [Line: 379]

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-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:418]
UE4Editor-Renderer!FMaterialShader::GetShaderBindings(FScene const *,ERHIFeatureLevel::Type,FMaterialRenderProxy const &,FMaterial const &,FMeshDrawSingleShaderBindings &) [ShaderBaseClasses.cpp:379]
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<FShadowDepthVS,FBaseHS,FBaseDS,TShadowDepthBasePS<0>,FOnePassPointShadowDepthGS,FMeshMaterialShader,FMeshMaterialShader>,FShadowDepthShaderElementData>(FMeshBatch const &,unsigned __int64,FPrimitiveSceneProxy const *,FMaterialRenderProxy const &,FMaterial const &,FMeshPassProcessorRenderState const &,TMeshProcessorShaders<FShadowDepthVS,FBaseHS,FBaseDS,TShadowDepthBasePS<0>,FOnePassPointShadowDepthGS,FMeshMaterialShader,FMeshMaterialShader>,ERasterizerFillMode,ERasterizerCullMode,FMeshDrawCommandSortKey,EMeshPassFeatures,FShadowDepthShaderElementData const &) [MeshPassProcessor.inl:67]
UE4Editor-Renderer!FShadowDepthPassMeshProcessor::AddMeshBatch(FMeshBatch const &,unsigned __int64,FPrimitiveSceneProxy const *,int) [ShadowDepthRendering.cpp:1834]
UE4Editor-Renderer!GenerateDynamicMeshDrawCommands(FViewInfo const &,EShadingPath,EMeshPass::Type,FMeshPassProcessor *,TArray<FMeshBatchAndRelevance,TMemStackAllocator<0> > const &,TArray<FMeshPassMask,TMemStackAllocator<0> > const *,int,TArray<FStaticMeshBatch const *,TMemStackAllocator<0> > const &,int,TArray<FVisibleMeshDrawCommand,TMemStackAllocator<0> > &,FDynamicMeshDrawCommandStorage &) [MeshDrawCommands.cpp:537]
UE4Editor-Renderer!FMeshDrawCommandPassSetupTask::AnyThreadTask() [MeshDrawCommands.cpp:791]
UE4Editor-Renderer!TGraphTask<FMeshDrawCommandPassSetupTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> &,ENamedThreads::Type) [TaskGraphInterfaces.h:842]
UE4Editor-Core!FTaskThreadAnyThread::ProcessTasks() [TaskGraph.cpp:1029]
UE4Editor-Core!FTaskThreadAnyThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:854]
UE4Editor-Core!FTaskThreadAnyThread::Run() [TaskGraph.cpp:930]
UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96]
UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53]
KERNEL32!3eb50000  + 17974
ntdll!3f480000  + 6a271

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-75466 in the post.

5
Login to Vote

Fixed
ComponentRendering
Affects Versions4.224.23
Target Fix4.23.2
Fix Commit10302757
Main Commit10335019
Release Commit10303166
CreatedMay 31, 2019
ResolvedNov 19, 2019
UpdatedFeb 28, 2020