4.7 preview 3 Rendering thread exception

I tried to move content from my 4.6.1 project to a blank 4.7 project but found that opening my main .umap level caused a crash.

[2015.01.14-23.41.27:991][551]LogWindows: === Critical error: ===
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 657] 
Rendering thread exception:
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1467] 
Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthfalse for Material Resource M_Base_Advanced_blend!
		With VF=FLocalVertexFactory, Platform=PCD3D_SM5 
		ShouldCache: Mat=1, VF=1, Shader=1 
		MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Masked, SpecialEngine=0, TwoSided=1, TSNormal=1, InjectEmissiveIntoLPV=0, Masked=1, Distorted=0, Usage={bUsedWithStaticLighting,bUsedWithInstancedStaticMeshes}

Here is a dropbox link to a sample project that contains the offending material that reliably reproduces this.

Just drag the ‘g_street_00’ from Content\WW2_Buildings\Ground\ into a new level and it should trigger the crash.

(42Mb) Dropbox - 4.7preview3RenderCrash.zip - Simplify your life

Please let me know if I should provide anything else.

Best,
George

Hi ,

If you move your static mesh to a new, blank project and attempt to open it or move it into level does the new project crash?

Hey ,

I’m not sure I understand the request?

The example project I shared is an example of a new blank project that contains the static mesh and crashes when you open or move it into a new level.

If I move the content again to a third blank project it does still crashes when I attempt to open or move it.

Best

Ah, my apologies I had missed the line about you moving it to a new blank project. Try removing the material M_G_03.uasset. I noticed that this material is the only one that crashes immediately upon trying to open it. If you remove that, does the editor crash when you try to implement the street static mesh? If yes, try removing the M_Base_Advanced_Blend uasset and attempt to place the street one more time. I don’t think there is anything directly wrong with the static mesh, but the base material is registering in the logs.

,

No worries. I don’t believe there is anything wrong with the static mesh, it just looked to me like the material was causing the core to crash inside the Render code so I thought given that this material worked in 4.6.1 just fine that it was something that needed to be fixed on Epic’s end in 4.7?

It is definitely possible, I’m attempting to see if I can get into the M_G_03 asset in another project to see if I can see what is going on with it now.

Hi ,

I was able to reproduce this on my end and have entered a bug report, UE-7698 to be assessed by the development staff.