Mobile Preview in HighEnd Crashed

I’ve encountered a problem in preview of High-End Mobile Rendering for iOS Metal/Android. Previously was experimental features have to turn on manually, but now is enabled by default, but when i turn on it crashed in the middle of compilation. it was okay in 4.14.3. Please advise.

Fatal error: [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp] [Line: 175]
TMobileBasePassVSFMobileDistanceFieldShadowsAndLQLightMapPolicyHDRLinear64 shader uniform expression set mismatch for material LandscapeMaterialInstanceConstant_280/WorldGridMaterial.
Shader compilation info: WorldGridMaterial
Material render proxy compilation info: Compiling WorldGridMaterial: Platform=PCD3D_ES31, Usage=LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={}
Shader uniform expression set: 5 vectors, 0 scalars, 2 2D textures, 0 cube textures, 0 scalars/frame, 0 vectors/frame, shader map 0000023FCDD40F00
Material uniform expression set: 5 vectors, 0 scalars, 2 2D textures, 0 cube textures, 0 scalars/frame, 0 vectors/frame, shader map 0000023F11A4B580
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Renderer!FMaterialShader::VerifyExpressionAndShaderMaps() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:148]
UE4Editor_Renderer!FMaterialShader::SetParameters() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:226]
UE4Editor_Renderer!TMobileBasePassVSPolicyParamType::SetParameters() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\mobilebasepassrendering.h:111]
UE4Editor_Renderer!TMobileBasePassDrawingPolicy::SetSharedState() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\mobilebasepassrendering.h:689]
UE4Editor_Renderer!TStaticMeshDrawList >::DrawElement<2>() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:132]
UE4Editor_Renderer!TStaticMeshDrawList >::DrawVisibleFrontToBackInner<2>() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:853]
UE4Editor_Renderer!TStaticMeshDrawList >::DrawVisibleFrontToBack() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\staticmeshdrawlist.h:501]
UE4Editor_Renderer!DrawVisibleFrontToBack() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\mobilebasepassrendering.cpp:584]
UE4Editor_Renderer!FMobileSceneRenderer::RenderMobileBasePass() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\mobilebasepassrendering.cpp:728]
UE4Editor_Renderer!FMobileSceneRenderer::Render() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\mobileshadingrenderer.cpp:204]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::21’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

Hi dizzynoob,

I would have a look at your log file as the line of code it is crashing in says that there is a %s shader uniform expression set mismatch for material %s/%s which should be printed out and state which material it is failing on. Also that function it is failing in appears to be

Cheers

Hi! Where can i retrieve the log file? I just tried ES2, compilation is okay.

It should be in UE4/{ProjectName}/Saved/Logs, I could be wrong about this.

Hey dizzynoob,

As project.gheist mentioned, you can find your most recent logs in the directory he mentioned. Navigate to your Unreal Projects folder go to YourProjectName>Saved>Logs. Find the most recent log where you experienced the crash and attached that in your response to this comment.

Can you also provide me with some clear and simple steps to reproduce this in a new blank project?

I will also need your ‘dxdiag’ so I can take a look at your machines specs so that when I go to test, I can test on a computer with similar components.

Cheers,

Dear all, i’ve been able to resolve by uninstalling and reinstalling the engine. But i tried package and launched to iOS but crashed. Then i found out this

Major Known Issues in Preview 1

But i saw it’s already fixed? Please advise. Thank you!

Glad to hear you resolved the issue. That bug has been fixed for an upcoming preview or full release so expect to see the fix in the near future.

Cheers,

H.

Great, Thank you!