4.13 p1 UE Crashes landscape paint tool

Hi, I’m trying the preview build of 4.13 and I got a crash as soon as i open the landscape paint tool with my landscape material assign to it. It doesn’t crash if there is no material assign to my landscape though…It was working fine on 4.12 and I didn’t change anything to my material. Here is the crash report.

It seems to crash on the TShadowDepthHSVertexShadowDepth_OutputDepthfalse…wich I don’t know what it is.

Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1785]
Couldn’t find Shader TShadowDepthHSVertexShadowDepth_OutputDepthfalse for Material Resource Landscape_Forest_Part_01n02!
With VF=FLocalVertexFactory, Platform=PCD3D_SM5
ShouldCache: Mat=0, VF=1, Shader=1
MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=1, Usage={}

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_Engine!FMaterial::GetShader() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1776]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:755]
UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::AddStaticMesh() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:952]
UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:315]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:146]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:189]
UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:466]
UE4Editor_Renderer!FScene::AddPrimitive'::2’::EURCMacro_FAddPrimitiveCommand::DoTask() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:698]
UE4Editor_Renderer!TGraphTask<FScene::AddPrimitive'::2’::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Thank you

Hi ,

In your landscape, are you using any World Position Offset or Visibility Mask?

i’m only using tesselation, but not world position offset. But the shader is using a vertexNormalWS for that. Is it problematic ?
I’ve just disabled the tesselation on my terrain and everything is working in the paint tool now, so it seems I can’t paint with tesselation ON in 4.13p1, wich was not the case in 4.12.

The error is a known issue and is reported as UE-31982. It appears there was an error with landscapes that utilize WPO during paint, I’m fairly certain that tessellation makes use of the same shader and would lead to the same crash. Fortunately, this has already been fixed and should be available during the 4.13 full release. I’m making a note in the bug report that this also occurs with tessellation.

I also checked if it was related to my shader…if i messed something up, but no, if I set up the tesselation, flat or PN Triangle, adaptive tesselation or not, it crashes as soon as i open the landscape paint tool.

Excellent then :slight_smile: thanks a bunch, have a nice one.

I am on the full release of 4.13 and am having this exact crash. I’m not using tessellation or World Position Offset. I’ve even overwritten my material .UASSET files with old backups. Instant crash when clicking on the paint tab, with no error.

I can confirm also having the exact same crash. 4.13 has been crashing all around thanks to landscape issue.

Hi everyone,

Can you post your crash logs and callstack? Do you have a sample asset I can take a look at to recreate this on my end or reproduction steps?