# Crash every time when open mesh editor after switch to 4.16

**URL:** <https://forums.unrealengine.com/t/crash-every-time-when-open-mesh-editor-after-switch-to-4-16/398641>\
**Category:** Platform & Builds\
**Tags:** UE4-15, UE4-16, crash-editor, unreal-engine, question\
**Created:** [June 12, 2017, 9:20am UTC](https://forums.unrealengine.com/t/crash-every-time-when-open-mesh-editor-after-switch-to-4-16/398641 "2017-06-12T09:20:24Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_ae2d2cb3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ae2d2cb3](https://forums.unrealengine.com/u/anonymous_user_ae2d2cb3)\
**Post date:** [June 12, 2017, 9:20am UTC](https://forums.unrealengine.com/t/crash-every-time-when-open-mesh-editor-after-switch-to-4-16/398641/1 "2017-06-12T09:20:24Z")

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Hi,  
I have recently switched my project from 4.15 to 4.16. After that, every time I try to open mesh editor the engine will crash. Here are the logs:

```
[2017.06.12-09.03.18:793][297]LogRenderer: Reallocating scene render targets to support 1332x636 NumSamples 4 (Frame:1).
[2017.06.12-09.03.24:120][503]MaterialEditorStats: Info Base pass shader: 572 instructions
[2017.06.12-09.03.24:121][503]MaterialEditorStats: Info Vertex shader: 92 instructions
[2017.06.12-09.03.24:121][503]MaterialEditorStats: Info Texture samplers: 6/16
[2017.06.12-09.03.24:121][503]MaterialEditorStats: Info User interpolators: 2/4 Scalars (1/4 Vectors) (TexCoords: 2, Custom: 0)
[2017.06.12-09.03.26:793][662]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.30:960][733]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.31:381][749]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.31:690][759]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.32:198][777]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.32:491][786]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.35:912][914]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.36:565][936]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.37:263][962]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.42:604][293]LogEditorViewport: Clicking on Actor (LMB): StaticMeshActor (Wall_122)
[2017.06.12-09.03.42:731][296]MaterialEditorStats: Info Base pass shader: 572 instructions
[2017.06.12-09.03.42:732][296]MaterialEditorStats: Info Vertex shader: 92 instructions
[2017.06.12-09.03.42:732][296]MaterialEditorStats: Info Texture samplers: 6/16
[2017.06.12-09.03.42:732][296]MaterialEditorStats: Info User interpolators: 2/4 Scalars (1/4 Vectors) (TexCoords: 2, Custom: 0)
'UE4Editor.exe' (Win32): Loaded 'C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4Editor-StaticMeshEditor.dll'. Cannot find or open the PDB file.
Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1851] 
Couldn't find Shader TBasePassPSFCachedPointIndirectLightingPolicySkylight for Material Resource GridMaterial!
		RenderMeshShaderMap 1, RenderThreadShaderMap 1
		GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0
		With VF=FLocalVertexFactory, Platform=PCD3D_SM5
		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=0, Usage={}

```

I have tried Removing project’s DerivedDataCache and deleting /binaries /Intermidiate /Saved folders and rebuild the project, but editor still crash every single time. I also tried creating a ThirdPersonExample project in 4.15 then switch to 4.16 and it works totally fine. I have no idea what’s so special about my project that make the editor crashs so unswervingly like it’s part of the engine features. Please help.

Thanks in advance.

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**Author:** ![anonymous\_user\_ae2d2cb3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ae2d2cb3](https://forums.unrealengine.com/u/anonymous_user_ae2d2cb3)\
**Post date:** [June 12, 2017, 9:30am UTC](https://forums.unrealengine.com/t/crash-every-time-when-open-mesh-editor-after-switch-to-4-16/398641/2 "2017-06-12T09:30:00Z")

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It seems it’s a bug in 4.16. Issue UE-44076. After enabling on “Support Stationary Skylight” I can open the mesh editor now. Hope it will be fixed soon.

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**Author:** ![WeAreTheFractals](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/wearethefractals/32/783051_2.png) [@WeAreTheFractals](https://forums.unrealengine.com/u/WeAreTheFractals)\
**Post date:** [July 27, 2017, 2:32pm UTC](https://forums.unrealengine.com/t/crash-every-time-when-open-mesh-editor-after-switch-to-4-16/398641/3 "2017-07-27T14:32:30Z")

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Thank you so much for sharing this work around. Forward shading project.  
///Mattias
