Editor has a fatal crash when trying to switch to landscape paint node with our master material that we’ve been using for the past 6 months. Read that it was potentially fixed in the 4.13 release but we downloaded the latest 4.13 source and are still getting this crash much like many others. They all seem to be able to avoid it by turning off light propagation volumes and/or removing landscape visibility node from the terrain material, but neither of those things have worked for me.
[2016.10.08-00.51.30:686][428]LogWindows:Error: === Critical error: ===
[2016.10.08-00.51.30:686][428]LogWindows:Error:
[2016.10.08-00.51.30:686][428]LogWindows:Error: Fatal error: [File:C:\SourceBuiltUnreal 4.13.1\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 721]
[2016.10.08-00.51.30:686][428]LogWindows:Error: Rendering thread exception:
[2016.10.08-00.51.30:686][428]LogWindows:Error: Fatal error: [File:C:\SourceBuiltUnreal 4.13.1\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1785]
[2016.10.08-00.51.30:686][428]LogWindows:Error: Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthtrue for Material Resource Terrain_Master_Mat!
[2016.10.08-00.51.30:686][428]LogWindows:Error: With VF=FLocalVertexFactory, Platform=PCD3D_SM5
[2016.10.08-00.51.30:686][428]LogWindows:Error: ShouldCache: Mat=0, VF=1, Shader=1
[2016.10.08-00.51.30:686][428]LogWindows:Error: MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={bUsedWithStaticLighting}
[2016.10.08-00.51.30:686][428]LogWindows:Error:
[2016.10.08-00.51.30:686][428]LogWindows:Error:
[2016.10.08-00.51.30:686][428]LogWindows:Error: KERNELBASE.dll
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:103]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\misc\outputdevice.cpp:94]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Engine.dll!FMaterial::GetShader() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\engine\private\materials\materialshared.cpp:1776]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FShadowDepthDrawingPolicy<1>::FShadowDepthDrawingPolicy<1>() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:735]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FShadowDepthDrawingPolicyFactory::AddStaticMesh() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:930]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FStaticMesh::AddToDrawLists() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\scenecore.cpp:315]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FPrimitiveSceneInfo::AddStaticMeshes() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:146]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FPrimitiveSceneInfo::AddToScene() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:189]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FScene::AddPrimitiveSceneInfo_RenderThread() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\rendererscene.cpp:466]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand::DoTask() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\rendererscene.cpp:698]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!TGraphTask<`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\async\taskgraph.cpp:932]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\async\taskgraph.cpp:679]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:31]
[2016.10.08-00.51.30:686][428]LogWindows:Error: KERNEL32.DLL
[2016.10.08-00.51.30:686][428]LogWindows:Error: ntdll.dll
[2016.10.08-00.51.30:686][428]LogWindows:Error: ntdll.dll
[2016.10.08-00.51.30:686][428]LogWindows:Error:
[2016.10.08-00.51.30:686][428]LogWindows:Error:
[2016.10.08-00.51.30:686][428]LogWindows:Error:
[2016.10.08-00.51.30:686][428]LogWindows:Error:
[2016.10.08-00.51.30:699][428]LogExit: Executing StaticShutdownAfterError
[2016.10.08-00.51.31:501][428]LogWindows: FPlatformMisc::RequestExit(1)
[2016.10.08-00.51.31:501][428]Log file closed, 10/07/16 17:51:31