Reprod:
Select 2-5 or more materials in your content browser. With the items selected, open their property matrix and tick “Double Sided”. The editor will hang for a couple of seconds, then crash.
UE4 Version: 4.4.0-2255576+++depot+UE4-Releases+4.4 (Binary from the launcher)
System: Windows 7 x64
Hey Jargon -
Thank you for your report. I will begin investigation into this issue as soon as possible. If I am unable to reproduce the problem, or I need more information, I or another staff member will follow up with some additional questions for you. Otherwise, I will post an ‘Answer’ once I have logged the issue in our bug database or we have a solution for it.
In the meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide:
Thank you.
Eric Ketchum
Hey Jargon -
I was able to track down a reproduction for this bug and have entered a report with our developers (TTP# 344123).
Thank You for your help in identifying this issue.
Eric Ketchum
Sorry for thread necromancy, but I get the exact same error in 4.17…
I change a material property during runtime from c++ (making the water shader twosided once the camera is under water)…
It never crashes during gameplay, always if you start a new play in editor and at some random point
Here is the call stack from the crash (shortend to fit in a post):
Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 811]
Rendering thread exception:
Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1867]
Couldn’t find Shader FHitProxyVS for Material Resource M_PondScum_Cheaper!
RenderMeshShaderMap 1, RenderThreadShaderMap 1
GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0
With VF=FLocalVertexFactory, Platform=PCD3D_SM5
ShouldCache: Mat=1, VF=1, Shader=1
MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Translucent, SpecialEngine=0, TwoSided=1, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={bUsedWithStaticLighting}
KERNELBASE.dll!0x00000000FD77A06D
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor-Engine.dll!FMaterial::GetShader() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1854]
Sorry for thread necromancy, but I get the exact same error in 4.17…
I change a material property during runtime from c++ (making the water shader twosided once the camera is under water)…
It never crashes during gameplay, always if you start a new play in editor and at some random point
Here is the call stack from the crash (shorter version):
Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 811]
Rendering thread exception:
Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1867]
Couldn’t find Shader FHitProxyVS for Material Resource M_PondScum_Cheaper!
RenderMeshShaderMap 1, RenderThreadShaderMap 1
GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0
With VF=FLocalVertexFactory, Platform=PCD3D_SM5
ShouldCache: Mat=1, VF=1, Shader=1
MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Translucent, SpecialEngine=0, TwoSided=1, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={bUsedWithStaticLighting}
KERNELBASE.dll!0x00000000FD77A06D
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor-Engine.dll!FMaterial::GetShader() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1854]