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PDI->DrawMesh crash


I'm new to this so I don't really know my way around to well. I'm trying to draw a custom mesh but when I, in the SceneProxy, call PDI->DrawMesh the game just crashes and the only thing in the VS output is

 Couldn't find Shader TBasePassVSFCachedVolumeIndirectLightingPolicy for Material Resource WorldGridMaterial!
         With VF=FWaterSurfaceVertexFactory, Platform=PCD3D_SM5 
         ShouldCache: Mat=1, VF=0, Shader=1 
         Material Usage = MSM_DefaultLit, BLEND_Opaque, SpecialEngine, TSNormal

And I have no clue what is causing it so if anyone knows what might be causing the issue then please help me out here. Here's the code where I render the mesh.

 FMeshBatch Mesh;
         FMeshBatchElement& BatchElement = Mesh.Elements[0];
         Mesh.bWireframe = bWireframe;
         Mesh.VertexFactory = &VertexFactory;
         Mesh.MaterialRenderProxy = MaterialProxy;
         Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
         Mesh.Type = PT_TriangleList;
         Mesh.DepthPriorityGroup = SDPG_World;
         BatchElement.IndexBuffer = &IndexBuffer;
         BatchElement.PrimitiveUniformBuffer = CreatePrimitiveUniformBufferImmediate(GetLocalToWorld(), GetBounds(), GetLocalBounds(), true);
         BatchElement.FirstIndex = 0;
         BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
         BatchElement.MinVertexIndex = 0;
         BatchElement.MaxVertexIndex = VertexBuffer.Vertices.Num() - 1;

Product Version: Not Selected
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asked Oct 04 '14 at 10:41 AM in Rendering

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Whats your FWaterSurfaceVertexFactory function "ShouldCache" look like? Im asking this coz in the error output, it says "ShouldCache: Mat=1, VF=0, Shader=1". So the Material and the Shader but not the Vertex Factory should be cached. So I am thinking that your vertex factory is not being properly cached and so therefore its not getting properly added to the vertex factory shader library.

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answered Oct 04 '14 at 10:56 AM

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avatar image Halliom Oct 04 '14 at 01:20 PM

Thanks! I tried that and now it works! I guess I just set it to false because I wasn't quite sure of what it did.

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