Hi! We’ve encountered another render-related crash on all Android devices besides the one I’ve reported recently here: [Content removed]
libUnreal +0x15265a9c const::lambda::operator() (MaterialRenderProxy.cpp:781)
libUnreal +0x15265a9c UMaterialInterface::IterateOverActiveFeatureLevels<T> (MaterialInterface.h:1142)
libUnreal +0x15265a9c FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions::lambda::operator() (MaterialRenderProxy.cpp:778)
libUnreal +0x15264700 FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions (MaterialRenderProxy.cpp:805)
libUnreal +0x12c10078 FScene::Update (RendererScene.cpp:5503)
libUnreal +0x12ca768c FSceneRenderer::OnRenderBegin (SceneRendering.cpp:4063)
libUnreal +0x12884280 FMobileSceneRenderer::Render (MobileShadingRenderer.cpp:953)
libUnreal +0x12d18a6c RenderViewFamilies_RenderThread (SceneRendering.cpp:5442)
libUnreal +0x12d18a6c FRendererModule::BeginRenderingViewFamilies::lambda::operator() (SceneRendering.cpp:5745)
libUnreal +0x12d1aaf0 TEnqueueUniqueRenderCommandType<T>::DoTask (RenderingThread.h:235)
libUnreal +0x12d1aaf0 TGraphTask<T>::ExecuteTask (TaskGraphInterfaces.h:634)
libUnreal +0x0eb21e70 UE::Tasks::Private::FTaskBase::TryExecuteTask (TaskPrivate.h:504)
libUnreal +0x0eb2c1fc FBaseGraphTask::Execute (TaskGraphInterfaces.h:482)
libUnreal +0x0eb2c1fc FNamedTaskThread::ProcessTasksNamedThread (TaskGraph.cpp:779)
libUnreal +0x0eb2b0d0 FNamedTaskThread::ProcessTasksUntilQuit (TaskGraph.cpp:667)
libUnreal +0x10a8959c RenderingThreadMain (RenderingThread.cpp:317)
libUnreal +0x10ade864 FRenderingThread::Run (RenderingThread.cpp:468)
libUnreal +0x0ed13828 FRunnableThreadPThread::Run (PThreadRunnableThread.cpp:25)
libUnreal +0x0eb26038 FRunnableThreadPThread::_ThreadProc (PThreadRunnableThread.h:187)
libc +0x0006f114 <unknown>
libc +0x00061230 <unknown>
It’s related to MaterialRenderProxy andunfortunately I don’t have a reproduction on a clean sample 5.5 project, but in our game it happens after we go to battle and open a specific screen in the menu afterwards (both battle and the screen in the menu have a couple of same objects with the same materials and that’s the only clue I have for now).
Unfortunately, as I’ve mentioned in the task mentioned above, I cannot properly debug Android builds and the only way to keep getting more info is adding logs to the engine code and keep crashing the game.
Interestingly, I’ve noticed this log in the original engine code and this comment from you which refers to some bug with a deleted render proxy, which is likely the thing that we’ve started encountering while upgrading to 5.5.
Unfortunately, with such an insufficient amount of information, I would like to ask you for help in investigating this crash as you might be aware of something related (and also in solving debugging issue on Android, which would be invaluably useful in investigations of issues like this further).
Best regards,
Daniil Yaskevich.