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]