Hi, I’m trying the preview build of 4.13 and I got a crash as soon as i open the landscape paint tool with my landscape material assign to it. It doesn’t crash if there is no material assign to my landscape though…It was working fine on 4.12 and I didn’t change anything to my material. Here is the crash report.
It seems to crash on the TShadowDepthHSVertexShadowDepth_OutputDepthfalse…wich I don’t know what it is.
Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1785]
Couldn’t find Shader TShadowDepthHSVertexShadowDepth_OutputDepthfalse for Material Resource Landscape_Forest_Part_01n02!
With VF=FLocalVertexFactory, Platform=PCD3D_SM5
ShouldCache: Mat=0, VF=1, Shader=1
MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=1, Usage={}
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_Engine!FMaterial::GetShader() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1776]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::FShadowDepthDrawingPolicy<0>() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:755]
UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::AddStaticMesh() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:952]
UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:315]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:146]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:189]
UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:466]
UE4Editor_Renderer!FScene::AddPrimitive'::
2’::EURCMacro_FAddPrimitiveCommand::DoTask() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:698]
UE4Editor_Renderer!TGraphTask<FScene::AddPrimitive'::
2’::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
Thank you