Hi!
I´m trying to import an alembic file to my level, but when I do it unreal always crashes.
This happens every time I use the import type “skeleton” with “find materials” enabled, but I did some tests and using “Geometry Cache” works fine and it also matches the materials, but I need the skeletal mode.
Any ideas about where is the problem? I used a few different alembic files with different options and the result is always the same.
Here is the crash report:
Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1892] Couldn't find Shader TBasePassVSFNoLightMapPolicy for Material Resource MAT_BODY! RenderMeshShaderMap 0, RenderThreadShaderMap 1 GameMeshShaderMap 0, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=TGPUSkinVertexFactoryfalse, Platform=PCD3D_SM5 ShouldCache: Mat=1, VF=1, Shader=1 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={bUsedWithSkeletalMesh,bUsedWithMorphTargets}
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1879]
UE4Editor_Renderer!GetUniformBasePassShaders<0>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:841]
UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:909]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1046]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:621]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1591]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:681]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1135]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1338]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:957]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:955]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2081]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]