Opening in editor the WorldGridMaterial and doing 0 changes but just making apply the editor crashes
Material:
/Engine/EngineMaterials/WorldGridMaterial
It happens on an empty project too (with or without nanite enabled)
This is happening on unreal 5.4.1 and not happening on 5.3.2
Log:
Assertion failed: RasterEntry != nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Nanite\NaniteShading.cpp] [Line: 1932]
UnrealEditor_Renderer!FNaniteRasterPipelines::ReloadFixedFunctionBins() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Nanite\NaniteShading.cpp:1932]
UnrealEditor_Renderer!FScene::ReloadNaniteFixedFunctionBins() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:1298]
UnrealEditor_Engine!`FModelSceneProxy::FElementInfo::FElementInfo'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:4752]
UnrealEditor_RenderCore!`FRenderCommandPipeRegistry::StopRecording'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1751]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:413]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:539]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
The interested line is: https://github.com/EpicGames/UnrealEngine/blob/16dc333db3d6439c7f2886cf89db8907846c0e8a/Engine/Source/Runtime/Renderer/Private/Nanite/NaniteShading.cpp#L1932
void FNaniteRasterPipelines::ReloadFixedFunctionBins()
{
for (const FFixedFunctionBin& FixedFunctionBin : FixedFunctionBins)
{
FNaniteRasterPipeline Pipeline = FNaniteRasterPipeline::GetFixedFunctionPipeline(FixedFunctionBin.TwoSided, FixedFunctionBin.Spline);
FNaniteRasterEntry* RasterEntry = PipelineMap.Find(Pipeline);
check(RasterEntry != nullptr); //this line
RasterEntry->RasterPipeline = Pipeline;
RasterEntry->CacheMap.Reset();
}
}
It happened a long time ago too Built UE4Editor from github, failure compiling WorldGridMaterial.WorldGridMaterial