4.9 editor crashes with r.LightPropagationVolume=1

4.8.3-version of project was successfully moved to 4.9.0 with some changes.
But adding “r.LightPropagationVolume=1” to ConsoleVariables.ini results editor crash after loading level:

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1530]
Couldn’t find Shader

Changing proper settings of Global PostProcess had no effect.
What’s wrong?

========== UPDATE ================

---------------- System info --------------------------------

OS: Windows 8.1 x64

Proc: Intel Core i5-4670

Mem: 8 GB

Graph: NVIDIA GeForce GTX 660

DX11

--------------- Editor info --------------------------------------

Version: 4.9.0-2672455+++depot+UE4-Releases+4.9

Binary build

-------------- Problem ------------------------------------------

Project is based on Third Person sample.

Default Global PostProcess (enable, unbound etc.)

Default ConsoleVariables.ini: project successfully loaded.

With r.LightPropagationVolume=1 added: editor crashes every time after loading.

It works in all older versions (from 4.7.6)

logs are attached link text

-------------- Error message ---------------------------------

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

"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1530]
Couldn’t find Shader

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Engine!FMaterial::GetShader() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1530]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<1>::FShadowDepthDrawingPolicy<1>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:831]
UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::DrawDynamicMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:1118]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthDynamic() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:1367]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:1702]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepth() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:1846]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderReflectiveShadowMaps() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shadowrendering.cpp:3306]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\lightrendering.cpp:499]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1130]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\scenerendering.cpp:1572]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::23’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Hey strangeman,

In order to assist you with this issue I am going to need a bit more information. Would you mind taking a look at our How to Report a Bug sticky post on the Forums?

It will give you all the correct instructions on how to make an official bug report on the AnswerHub including all the information we will need in order to move forward with the reporting/troubleshooting process. I am going to refresh my knowledge with Light Propagation Volumes in the meantime, so let me know in your repro-steps if there is anything in specific you set up differently than the default approach.

Let me know if you have any other questions and I will be glad to assist you.

Thank you,

Hi, .
Sorry for my ignorance, let me try to correct my post.

Same problem here, with 4.9, I’m using a movable directional light, and as soon as I enable indirect and move the camera a little, it crashes.

Anyway, when I test it in an empty map, this doesn’t happens. I will try to reproduce all the meshes on the map who crash and see if happens the same.

Hey guys, after communication to another team member he pointed me to a bug he entered yesterday which matches this callstack (UE-20693).

The repro is to enable LPV and select any translcuent object in your scene. When you move within range of the LPV to affect that mesh it will instantly crash.

Keep in mind LPV are still under development as mentioned in the documentation provided below.

Light Propagation Volumes

We are working hard to improve this feature, but currently resources are dedicated to various parts of the engine so it is not a major focus at this time.

Thank you for taking the time to write a detailed bug report and let me know if you have further questions.

Cheers,

Hi , thank you for checking the problem. Do you know if there is any possibility to have LPV fixed before 4.10?

As of current the bug has not been set for any engine version. Depending on the difficulty of the fix and the priority it receives, will help determine the speed in which a fix is implemented.

With that said, once this issue is addressed by our engineers and a fix is pushed, we will add this issue to bug fixes in either an upcoming hotfix, or an official release. Look to our Forums or our Documentation for the Release Notes which will contain the list of all the bug fixes and features implemented in the associated version.

Thank you,

“Has not been set for any engine version”? Yes, it is, from 4.9 version.

Thanks anyway, even I suppose that the response is just a copy/paste.

This response was not a copy and paste. Apologies for not being more clear, but I was writing in response as to the engine version associated with the integrated fix.

The issue is still actual in 4.9.1.
Deleting PostProcessVolume from level does not help.
But turning Visibility off for layer containing PPV followed by editor restart with LPV=1 works… until PPV becomes visible.

Yes, and also instead of LPV is “Failed to compile default material WorldGridMaterial!” Can someone tell why UE is crashing everytime I turn it on?

Hey Hohel,

The issue has been reported and we are working to have it fixed internally in order to have it implemented in an upcoming full release.

Please keep in mind that hotfixes are typically for major crashes and bugs that are affecting large numbers of users. All bugs that were addressed within a hotfix are listed on the hotfix release notes. If you do not see a fix for specific bugs there, it is probably not going to be within that hotfix and either may be in a later hotfix or a later release build.

To that end, if you are experiencing a crash when you start up the editor, would you create a new AnswerHub post so we can help you troubleshoot as it is unrelated to this issue?

We ask this of users so we can better track any new issues, and in case other users are experiencing a similar issue, they can find the appropriate solution.

Thank you,

This issue has been marked as fixed for 4.10, but this is not a guarantee it will be integrated in this final release as other issues could retain priority.

Noted.
4.9.2 - problem is still actual.

I cant test it myself as i dont have a DX11 GPU, so if this issue still exists for anyone try disabling shadows for your translucent material ID’s. This kind of a problem occurred before and that was the workaround solution at that time. Check out this post for more info:

Thanks **** and ****.
Disabling shadows on translucent materials helps with LPV.
My other problem is also solved: No light through translucent objects - Rendering - Epic Developer Community Forums