If I enable custom stencil in the project setting and set the proper postprocessing material using customstencil,the game will crash both in ios/android vulkan preview es3.1 and on real mobile devices(at least it crashes on my iphone7 plus and galaxy s7edge):here’s the crash log in mobile preview es3.1:
LoginId:
EpicAccountId:
Fatal error: [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1805]
Couldn’t find Shader FDepthOnlyPS for Material Resource M_Swordman!
With VF=TGPUSkinVertexFactorytrue, Platform=PCD3D_ES31
ShouldCache: Mat=1, VF=1, Shader=0
MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=1, Usage={bUsedWithSkeletalMesh}
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!FMaterial::GetShader() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1796]
UE4Editor_Renderer!FDepthDrawingPolicy::FDepthDrawingPolicy() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:326]
UE4Editor_Renderer!FDepthDrawingPolicyFactory::DrawMesh() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:735]
UE4Editor_Renderer!FDepthDrawingPolicyFactory::DrawDynamicMesh() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:785]
UE4Editor_Renderer!FCustomDepthPrimSet::DrawPrims() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\customdepthrendering.cpp:54]
UE4Editor_Renderer!FSceneRenderer::RenderCustomDepthPass() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1536]
UE4Editor_Renderer!FMobileSceneRenderer::Render() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\mobileshadingrenderer.cpp:183]
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]
!