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]