[Crash] during shader save/edit

So I’m refactoring a large shader, swapping out some nodes for a material function (the same function everywhere) and one particular node replacement guarantees a crash during save.

Beyond that, I’m now getting a crash replacing or even editing another node. It’s stopping me in my tracks, so some help resolving it would be appreciated. Aside from the actual bug, is there a shader cache I could clear somewhere to see if that would help?

Here’s my dxdiag: link text

Here’s the crash output:

MachineId:22B5982948C55ED8A47D33BC9B589970
EpicAccountId:0d22223890c14e53a7b95ab62128b47c

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: !CurrentWorkerInfo.WorkerProcess.IsValid() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 752]

KERNELBASE + 35740 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Engine!FShaderCompileThreadRunnable::LaunchWorkerIfNeeded() + 458 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:753]
UE4Editor_Engine!FShaderCompileThreadRunnable::LaunchWorkersIfNeeded() + 315 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:794]
UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() + 354 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1001]
UE4Editor_Engine!FShaderCompileThreadRunnable::Run() + 128 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:504]
UE4Editor_Core!FRunnableThreadWin::Run() + 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
kernel32 + 5074 bytes
ntdll + 87108 bytes

Even panning around the shader blueprint often crashes it now - without changing anything.

Hi Antidamage -

Can you upload a screenshot of your material and the material function, so we can try to reproduce the crash internally?

Thank You

Eric Kethcum

The shader is massive and is spread across a dozen material functions. I can email the whole thing to you though - do you have an address I can send it to?

I’ve fixed it. In the end I suspect it was just an iffy structure and was causing issues. I had done a lot of ill advised things. I’ve since refactored it into a more sensible structure and the problem has disappeared.

I am glad this issue was sorted out for you, if it should return please feel free to reopen this question.

Thank You

Eric Ketchum