Repro:
Create new Material:
- 2 BaseColor Textures blended with “LandscapeLayerBlend”
- Add a LandscapeVisibilityMask Node and plug it into Opacity Mask
- change Blend Mode of Material to Masked
Go to Landscape Mode:
-
Plug the new created Material into the Material Slot
Wait a few seconds and the Editor Crashes.LoginId:a2c278d349fd7b23a34ca7abf9736ccc
EpicAccountId:a580d785848d4edaaf6f343873617cadFatal error: [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1851]
Couldn’t find Shader FHitProxyVS for Material Resource M_Test!
RenderMeshShaderMap 1, RenderThreadShaderMap 1
GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0
With VF=FLocalVertexFactory, Platform=PCD3D_SM5
ShouldCache: Mat=0, VF=1, Shader=1
MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Masked, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=1, Distorted=0, WritesEveryPixel=0, ModifiesMeshPosition=0, Usage={}UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!FMaterial::GetShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1838]
UE4Editor_Renderer!FHitProxyDrawingPolicy::FHitProxyDrawingPolicy() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenehitproxyrendering.cpp:180]
UE4Editor_Renderer!FHitProxyDrawingPolicyFactory::AddStaticMesh() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenehitproxyrendering.cpp:325]
UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:327]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:152]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:195]
UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:511]
UE4Editor_Renderer!<lambda_0628b7e343e078d62bb69bb7a0b80e2d>::operator()() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:780]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FScene::AddPrimitive'::
2’::AddPrimitiveCommandName,<lambda_0628b7e343e078d62bb69bb7a0b80e2d> > >::ExecuteTask() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]