Description

Generated from CrashReporter

Possible dupe of [Link Removed], however callstack differs significantly

Error Message:

Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 2049] Fatal Error Material not found
Steps to Reproduce

No known steps to reproduce

Callstack
ntdll!54760000  + 9c0f4
KERNELBASE!51710000  + 38b03
UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1484]
UE4Editor-Core!static `FRunnableThreadWin::GuardedRun'::`1'::filt$0() [WindowsRunnableThread.cpp:38]
VCRUNTIME140!3d010000  + c1c0
ntdll!54760000  + a11cf
ntdll!54760000  + 6a209
ntdll!54760000  + 69fc3
KERNELBASE!51710000  + 3a799
UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1537]
UE4Editor-Core!?Serialize@FWindowsErrorOutputDevice@@UEAAXPEB_WW4Type@ELogVerbosity@@AEBVFName@@@Z  [WindowsErrorOutputDevice.cpp:78]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61]
UE4Editor-Engine!static void <lambda_bdbef9c0ed6f3a823560723a771d0499>::operator() [MaterialShared.cpp:2049]
UE4Editor-Engine!FMaterial::GetShader(FMeshMaterialShaderType *,FVertexFactoryType *,int,bool) [MaterialShared.cpp:2054]
UE4Editor-Renderer!?GetHitProxyPassShaders@@YAXAEBVFMaterial@@PEAVFVertexFactoryType@@W4Type@ERHIFeatureLevel@@AEAV?$TShaderRefBase@VFHitProxyHS@@VFShaderMapPointerTable@@@@AEAV?$TShaderRefBase@VFHitProxyDS@@VFShaderMapPointerTable@@@@AEAV?$TShaderRefBase@VFHitProxyVS@@VFShaderMapPointerTable@@@@AEAV?$TShaderRefBase@VFHitProxyPS@@VFShaderMapPointerTable@@@@@Z  [SceneHitProxyRendering.cpp:706]
UE4Editor-Renderer!FEditorSelectionMeshProcessor::AddMeshBatch(FMeshBatch const &,unsigned __int64,FPrimitiveSceneProxy const *,int) [SceneHitProxyRendering.cpp:818]
UE4Editor-Renderer!?GenerateDynamicMeshDrawCommands@@YAXAEBVFViewInfo@@W4EShadingPath@@W4Type@EMeshPass@@PEAVFMeshPassProcessor@@AEBV?$TArray@UFMeshBatchAndRelevance@@V?$TMemStackAllocator@$0A@@@@@PEBV?$TArray@VFMeshPassMask@@V?$TMemStackAllocator@$0A@@@@@HAEBV?$TArray@PEBVFStaticMeshBatch@@V?$TMemStackAllocator@$0A@@@@@HAEAV?$TArray@VFVisibleMeshDrawCommand@@V?$TMemStackAllocator@$0A@@@@@AEAVFDynamicMeshDrawCommandStorage@@AEAV?$TRobinHoodHashSet@VFGraphicsMinimalPipelineStateInitializer@@U?$DefaultKeyFuncs@VFGraphicsMinimalPipelineStateInitializer@@$0A@@@V?$TSizedDefaultAllocator@$0CA@@@@Experimental@@AEA_N@Z  [MeshDrawCommands.cpp:563]
UE4Editor-Renderer!FMeshDrawCommandPassSetupTask::AnyThreadTask() [MeshDrawCommands.cpp:826]
UE4Editor-Renderer!?ExecuteTask@?$TGraphTask@VFMeshDrawCommandPassSetupTask@@@@EEAAXAEAV?$TArray@PEAVFBaseGraphTask@@V?$TSizedDefaultAllocator@$0CA@@@@@W4Type@ENamedThreads@@@Z  [TaskGraphInterfaces.h:849]
UE4Editor-Core!FTaskThreadAnyThread::ProcessTasks() [TaskGraph.cpp:1039]
UE4Editor-Core!FTaskThreadAnyThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:863]
UE4Editor-Core!FTaskThreadAnyThread::Run() [TaskGraph.cpp:940]

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Won't Fix
ComponentUE - Rendering
Affects Versions4.25.14.25.44.264.26.24.27.2
CreatedJun 15, 2020
ResolvedFeb 9, 2022
UpdatedFeb 9, 2022