Generated from CrashReporter
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
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