Landscape Visibility Mask Crashes Editor

Repro:

Create new Material:

  1. 2 BaseColor Textures blended with “LandscapeLayerBlend”
  2. Add a LandscapeVisibilityMask Node and plug it into Opacity Mask
  3. change Blend Mode of Material to Masked

Go to Landscape Mode:

  1. Plug the new created Material into the Material Slot
    Wait a few seconds and the Editor Crashes.

    LoginId:a2c278d349fd7b23a34ca7abf9736ccc
    EpicAccountId:a580d785848d4edaaf6f343873617cad

    Fatal error: [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1851]
    Couldn’t find Shader FHitProxyVS for Material Resource M_Test!
    RenderMeshShaderMap 1, RenderThreadShaderMap 1
    GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0
    With VF=FLocalVertexFactory, Platform=PCD3D_SM5
    ShouldCache: Mat=0, VF=1, Shader=1
    MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Masked, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=1, Distorted=0, WritesEveryPixel=0, ModifiesMeshPosition=0, Usage={}

    UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
    UE4Editor_Engine!FMaterial::GetShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1838]
    UE4Editor_Renderer!FHitProxyDrawingPolicy::FHitProxyDrawingPolicy() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenehitproxyrendering.cpp:180]
    UE4Editor_Renderer!FHitProxyDrawingPolicyFactory::AddStaticMesh() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenehitproxyrendering.cpp:325]
    UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:327]
    UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:152]
    UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:195]
    UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:511]
    UE4Editor_Renderer!<lambda_0628b7e343e078d62bb69bb7a0b80e2d>::operator()() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:780]
    UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FScene::AddPrimitive'::2’::AddPrimitiveCommandName,<lambda_0628b7e343e078d62bb69bb7a0b80e2d> > >::ExecuteTask() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
    UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
    UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
    UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

Hi Raildex_

Thank you for the clear reproduction steps. I have reproduced the crash and logged a ticket which you can track here:

Cheers