Description

Setting the material of Text Render to an instance of the default material then running as in Standalone results in a crash.

Steps to Reproduce
  1. From the launcher, create a new Game project type -> Blank project
    2. Drag a Text Render actor into the NewMap
    3. Browse to the default text material (DefaultTextMaterialOpaque). Create a material instance of this, e.g. DefaultTextMaterialOpaque_Inst
    4. Set the Text material on the actor that was placed in the level to the new material instance
    5. Save everything (map + material instance).
    6. Play -> Standalone game

Result: Crash

 

Expected: No crash

Callstack

Assertion failed: IsInRenderingThread() || IsInGameThread() || IsAsyncLoading() || GIsSavingPackage [Link Removed] [Line: 39]

UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450]
UE4Editor_Engine!FMICReentranceGuard::FMICReentranceGuard() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialInstanceSupport.h:39]
UE4Editor_Engine!UMaterialInstance::GetMaterial() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialInstance.cpp:657]
UE4Editor_Engine!FTextRenderSceneProxy::FTextRenderSceneProxy() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\TextRenderComponent.cpp:662]
UE4Editor_Engine!UTextRenderComponent::CreateSceneProxy() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\TextRenderComponent.cpp:1096]
UE4Editor_Renderer!FScene::AddPrimitive() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:1291]
UE4Editor_Engine!<lambda_1c454102935558661824d22f5ad28ce6>::operator()() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:92]
UE4Editor_Engine!ParallelForImpl::TParallelForData<TFunctionRef<void __cdecl(int)> >::Process() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:169]
UE4Editor_Engine!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void __cdecl(int)> > >::ExecuteTask() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:849]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1039]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:863]
UE4Editor_Core!FTaskThreadAnyThread::Run() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:940]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

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Fixed
ComponentRendering
Affects Versions4.25.1
Target Fix4.26
Fix Commit14177236
CreatedJul 15, 2020
ResolvedAug 25, 2020
UpdatedAug 25, 2020