Fatal Crash when switching to landscape paint tab

Editor has a fatal crash when trying to switch to landscape paint node with our master material that we’ve been using for the past 6 months. Read that it was potentially fixed in the 4.13 release but we downloaded the latest 4.13 source and are still getting this crash much like many others. They all seem to be able to avoid it by turning off light propagation volumes and/or removing landscape visibility node from the terrain material, but neither of those things have worked for me.

[2016.10.08-00.51.30:686][428]LogWindows:Error: === Critical error: ===
[2016.10.08-00.51.30:686][428]LogWindows:Error: 
[2016.10.08-00.51.30:686][428]LogWindows:Error: Fatal error: [File:C:\SourceBuiltUnreal 4.13.1\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 721] 
[2016.10.08-00.51.30:686][428]LogWindows:Error: Rendering thread exception:
[2016.10.08-00.51.30:686][428]LogWindows:Error: Fatal error: [File:C:\SourceBuiltUnreal 4.13.1\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1785] 
[2016.10.08-00.51.30:686][428]LogWindows:Error: Couldn't find Shader TShadowDepthVSVertexShadowDepth_OutputDepthtrue for Material Resource Terrain_Master_Mat!
[2016.10.08-00.51.30:686][428]LogWindows:Error: 		With VF=FLocalVertexFactory, Platform=PCD3D_SM5
[2016.10.08-00.51.30:686][428]LogWindows:Error: 		ShouldCache: Mat=0, VF=1, Shader=1 
[2016.10.08-00.51.30:686][428]LogWindows:Error: 		MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={bUsedWithStaticLighting}
[2016.10.08-00.51.30:686][428]LogWindows:Error: 
[2016.10.08-00.51.30:686][428]LogWindows:Error: 
[2016.10.08-00.51.30:686][428]LogWindows:Error: KERNELBASE.dll
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:103]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FOutputDevice::Logf__VA() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\misc\outputdevice.cpp:94]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FDebug::AssertFailed() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Engine.dll!FMaterial::GetShader() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\engine\private\materials\materialshared.cpp:1776]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FShadowDepthDrawingPolicy<1>::FShadowDepthDrawingPolicy<1>() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:735]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FShadowDepthDrawingPolicyFactory::AddStaticMesh() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:930]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FStaticMesh::AddToDrawLists() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\scenecore.cpp:315]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FPrimitiveSceneInfo::AddStaticMeshes() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:146]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FPrimitiveSceneInfo::AddToScene() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:189]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!FScene::AddPrimitiveSceneInfo_RenderThread() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\rendererscene.cpp:466]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand::DoTask() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\renderer\private\rendererscene.cpp:698]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Renderer.dll!TGraphTask<`FScene::AddPrimitive'::`2'::EURCMacro_FAddPrimitiveCommand>::ExecuteTask() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\async\taskgraph.cpp:932]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\async\taskgraph.cpp:679]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
[2016.10.08-00.51.30:686][428]LogWindows:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [c:\sourcebuiltunreal 4.13.1\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:31]
[2016.10.08-00.51.30:686][428]LogWindows:Error: KERNEL32.DLL
[2016.10.08-00.51.30:686][428]LogWindows:Error: ntdll.dll
[2016.10.08-00.51.30:686][428]LogWindows:Error: ntdll.dll
[2016.10.08-00.51.30:686][428]LogWindows:Error: 
[2016.10.08-00.51.30:686][428]LogWindows:Error: 
[2016.10.08-00.51.30:686][428]LogWindows:Error: 
[2016.10.08-00.51.30:686][428]LogWindows:Error: 
[2016.10.08-00.51.30:699][428]LogExit: Executing StaticShutdownAfterError
[2016.10.08-00.51.31:501][428]LogWindows: FPlatformMisc::RequestExit(1)
[2016.10.08-00.51.31:501][428]Log file closed, 10/07/16 17:51:31

Hello tsnodgrass,

Can you provide me with the full logs from the crash and your project as well as some steps so I can get this crash to occur on my end in a blank project?

I don’t get this crash on my end and it sounds like it could be tied to the light propagation volumes and/or the landscape visibility. Having a template material to follow and an example so I can get the crash to occur on my end would be the most beneficial to reporting this crash.

UE-36933

The issue I linked is the bug dealing with Light Propagation Volumes causing a crash.

Thank you,

Andrew Hurley