i keep getting this ■■■■ crash
i tried to force log and go through every line of the log but couldnt find any fix
Assertion failed: TextureUniformBase [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\HLSLMaterialTranslator.cpp] [Line: 4521]
TexInputType is 1073741824, but missing FMaterialUniformExpression
Hey @User-0befe8ef7d!
This seems to be an issue with a source file. First, try doing a validation check of the Engine version you’re using.
I would suggest trying a different version as well but if you’re on 5.6 you literally can’t migrate it…
Hope that helps!
its not a source file problem
bcz if i bake another level from the same project everything goes fine
and even if i remove everything from the problematic scene and place a random cube it bakes
its a material problem
im using megascans materials and materials taken from the deleric corridor sample of quixel
This address in your project states that the material issue in question is part of the Engine (line 4521 of the .cpp file "HLSLMaterialTranslator). Either the material itself is broken (which means too bad use something else if you got it from Megascans) or the .cpp file is corrupted, which an engine verify should theoretically fix. The problem can literally only be:
- The material
- The .cpp file HLSL Material Translator
- Their communication lines
You could try deleting and redownloading it from Quixel as well. Regardless, it’s corruption, so the only way to fix it is to refresh and hopefully get an uncorrupted file. 
okey i verified the integrity of engine files and nothing happened
so its basically a material problem
but how can i debug which material is causing the crash
okey i think i found the problem where
its from these 9 master materials either all of them or one of them
cz when i delete them i can bake just fine without any crash
mats.zip (534.2 KB)
aight found the problem its caused by m_walls material
m_walls posted by anonymous | blueprintUE | PasteBin For Unreal Engine
but idk which part is causing it
UPDATE :
the crash is caused by the base color which is connected to thousand of other nodes and functions
idk if i can test out with every single node
Interesting. Because the base color is just… part of any material. Like it’s not sampling from anywhere- which screams “Corrupted.”
I’m going to try to download it from bridge and see what I can figure out a manual solution. What are the specific megascans you’re using? Give me any information you can so I can actually find it in Quixel bridge. “Derelict Corridor” is giving nothing that I can find. 
late reply but i found out that deleting the paint node solved the problem
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