Editor crush when editing metherial

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SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10249a50b [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 307] [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x102674d36 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 93] [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x1026f2727 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 94] [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x1026ede9b [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 484] [in UE4Editor-Core.dylib]
FOpenGLDynamicRHI::RHICreateBoundShaderState(FRHIVertexDeclaration*, FRHIVertexShader*, FRHIHullShader*, FRHIDomainShader*, FRHIPixelShader*, FRHIGeometryShader*) Address = 0x1265d6626 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/OpenGLDrv/Private/OpenGLShaders.cpp, line 2195] [in UE4Editor-OpenGLDrv.dylib]
TStaticMeshDrawList >::FDrawingPolicyLink::CreateBoundShaderState() Address = 0x11126b3fc [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/StaticMeshDrawList.h, line 255] [in UE4Editor-Renderer.dylib]
TStaticMeshDrawList >::AddMesh(FStaticMesh*, TBasePassDrawingPolicy::ElementDataType const&, TBasePassDrawingPolicy const&, ERHIFeatureLevel::Type) Address = 0x111268de3 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/StaticMeshDrawList.inl, line 184] [in UE4Editor-Renderer.dylib]
void FDrawBasePassStaticMeshAction::Process(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FUniformLightMapPolicy::ElementDataType const&) const Address = 0x11126879c [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.cpp, line 357] [in UE4Editor-Renderer.dylib]
void ProcessBasePassMesh(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawBasePassStaticMeshAction const&) Address = 0x11120bc31 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.h, line 1460] [in UE4Editor-Renderer.dylib]
FBasePassOpaqueDrawingPolicyFactory::AddStaticMesh(FRHICommandList&, FScene*, FStaticMesh*) Address = 0x1111a227b [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.cpp, line 406] [in UE4Editor-Renderer.dylib]
FStaticMesh::AddToDrawLists(FRHICommandListImmediate&, FScene*) Address = 0x11176d76e [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneCore.cpp, line 366] [in UE4Editor-Renderer.dylib]
FPrimitiveSceneInfo::AddStaticMeshes(FRHICommandListImmediate&) Address = 0x11176d580 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PrimitiveSceneInfo.cpp, line 146] [in UE4Editor-Renderer.dylib]
FScene::UpdateStaticDrawListsForMaterials_RenderThread(FRHICommandListImmediate&, TArray const&) Address = 0x1117c8767 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/RendererScene.cpp, line 2139] [in UE4Editor-Renderer.dylib]
FScene::SetShaderMapsOnMaterialResources_RenderThread(FRHICommandListImmediate&, TMap > const&) Address = 0x1117c7ed3 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 484] [in UE4Editor-Renderer.dylib]
TGraphTask > const&)::EURCMacro_FSetShaderMapOnMaterialResources>::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x111802469 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Public/Containers/Set.h, line 236] [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x1024ddd00 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 259] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x1024d9705 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 504] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x1024d5e91 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1725] [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1092fb324 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 319] [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x109311a77 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 459] [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10252a428 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 26] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1024f0011 [Runtime/Core/Private/GenericPlatform/…/HAL/PThreadRunnableThread.h, line 172] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff929ae99d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff929ae91a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff929ac351 (filename not found) [in libsystem_pthread.dylib]

Hi Mirackle,

I’m going to need just a bit more information regarding the material you were using that caused the crash. Could you provide screenshots of the material and it’s settings?

,

It is simple material imported with static mesh from maya with fbx format.

Hi Mirackle,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

,

Just send file to your email.

Just send file to your email.

Hello Mirackle,

I was unable to reproduce your issue as in I was able to import and edit your asset and materials without a crash. However, I did notice that your asset is 2 million triangles with 93 materials applied. This is not recommended for use for game development as you are probably running out of memory resulting in a crash.

I would highly recommend that you lower the poly count on your asset. Shoot for as low a number you can and still maintain quality (20,000 - 50,000 should be fine). Also you can achieve the look of your asset with a handful of materials and some 2k-4k textures this would be much better than 93 materials with a solid color as each material is another draw.

Hope that helps,