In our CI pipeline, when running automated tests, we sometimes get this problem. It is happening more frequently now.
I’ve googled a bit for this and found no real explanation, except one place hinting that DDC might be corrupted. We are using an on-site zenserver, 5.5.20, and the local zenserver is just the one bundled with the engine (5.4).
I did post a stack trace with the original question, i can’t see it. Here is the start, rest is attached.
[2025.06.23-23.27.20:372][397]LogWindows: Error: === Critical error: === [2025.06.23-23.27.20:372][397]LogWindows: Error: [2025.06.23-23.27.20:372][397]LogWindows: Error: Assertion failed: !HasAnyFlags(RF_NeedPostLoad) [File:D:\tc_work\43655db016119e27\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp] [Line: 2565] [2025.06.23-23.27.20:372][397]LogWindows: Error: [2025.06.23-23.27.20:372][397]LogWindows: Error: [2025.06.23-23.27.20:372][397]LogWindows: Error: [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa93b14384 UnrealEditor-Engine.dll!UMaterial::CacheShadersForResources() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp:2565] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa93b1409c UnrealEditor-Engine.dll!UMaterial::CacheResourceShadersForRendering() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp:2387] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa93b0eee5 UnrealEditor-Engine.dll!UMaterial::AllMaterialsCacheResourceShadersForRendering() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp:6685] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa94b447f6 UnrealEditor-Engine.dll!ScalabilityCVarsSinkCallback() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:869] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa94b2c313 UnrealEditor-Engine.dll!RefreshEngineSettings() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:1121] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa92aa10c7 UnrealEditor-Engine.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:777] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa9e73eee1 UnrealEditor-Core.dll!FConsoleManager::CallAllConsoleVariableSinks() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp:1682] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa9367dbd7 UnrealEditor-Engine.dll!UGameUserSettings::ApplyNonResolutionSettings() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Engine\Private\GameUserSettings.cpp:475] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00000181c078f2ff UnrealEditor-PaxDei.dll!UPaxDeiGameUserSettings::ApplyNonResolutionSettings() [E:\tc_work\e1fe96ae69d38b10\project\Source\PaxDei\Public\Core\PaxDeiGameUserSettings.cpp:100] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa9367e3d7 UnrealEditor-Engine.dll!UGameUserSettings::ApplySettings() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\Engine\Private\GameUserSettings.cpp:513] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa937164ee UnrealEditor-Engine.dll!UGameUserSettings::execApplySettings() [D:\tc_work\43655db016119e27\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\UHT\GameUserSettings.gen.cpp:268] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa9dd803a2 UnrealEditor-CoreUObject.dll!UFunction::Invoke() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6855] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa9e0d39c4 UnrealEditor-CoreUObject.dll!UObject::CallFunction() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1153] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa9e0e866e UnrealEditor-CoreUObject.dll!UObject::ProcessContextOpcode() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3100] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa9e0eca98 UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1220] [2025.06.23-23.27.20:372][397]LogWindows: Error: [Callstack] 0x00007ffa9e0bdd4d UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\tc_work\43655db016119e27\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1053]
cmtristano
(Massimo Tristano)
June 25, 2025, 8:46am
3
Hi Kristjan,
Thanks for reporting the issue. I will touch base with a colleague who’s more knowledgeable of the material shader compilation logic and a get back to you, please bear with me.
-Massimo
cmtristano
(Massimo Tristano)
June 27, 2025, 2:25pm
4
Hi Kristjan,
To help figure out what is going on could you please provide a callstack and a log right after the crash occurs?
Kind regards,
Massimo
The callstack is attached above. I actually added it also to the initial report, but it seemed not to have stuck. Do you need anything else?
I attach again the final section of the client log…
cmtristano
(Massimo Tristano)
July 14, 2025, 10:50am
6
Hi Kristján
I’d recommend inspecting the material when the crash occurs, to make sure that the data is valid. You could temporarily turn the check into an if, dumping the material to string to the console to verify that it’s in good order.
The log and callstack you provided do not help much understanding what’s wrong. How often does this crash occur? Is it every time, or sporadically?
Kind regards,
Massimo
cmtristano
(Massimo Tristano)
July 21, 2025, 7:02am
7
Hi Kristján,
Sounds good. Let us know what the team finds out.
Kind Regards,
Massimo
We’ve managed to avoid this for now by making sure that we don’t trigger the resolution changes in our CI pipeline, that were triggering the blueprints and causing this error.
But I still want to find out what is going on. When some of our engineers come back from vacation I will provide some more answers.