Description

 

Material Instance with Parameters on Text Render Actor causes crash when playing in Standalone.

 

Reported and tested in version 4.25(CL 13942748). Works as expected in 4.24(CL 11590370).

Steps to Reproduce
  1. Create a Material with a Parameter
  2. Create an Instance of that Material
  3. Apply Instance to a Text Render Component/Actor
  4. Save Level
  5. Quit Editor >Load via console 'open' command or select Play>Standalone Game

Results: Reliable crash

Expected: Should not 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:1296]
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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Backlogged
ComponentRendering - RHI
Affects Versions4.25
CreatedAug 31, 2020
ResolvedSep 1, 2020
UpdatedOct 14, 2020