Our project is instantly crashing with 4.11(and with 4.12.2 preview) on Mac if I try to use Material editor with materials that use Material Parameter Collection in anyway.
Simply way to reprocude this bug is to create new Blank project. Create new MPC. Add single scalar value there. Create and set new material to some mesh. Go to new material, add MPC node. Select that scalar value and plug that to emissive. When material compiles engine will crash.
> MachineId:CDC553C24341D3024DED54BD7A17CF7A
EpicAccountId:984f0b9e5d7a4c36ac89389a72cba8ee
SEGV_MAPERR at 0x20
FMetalRHICommandContext::RHISetShaderUniformBuffer(FRHIPixelShader, unsigned int, FRHIUniformBuffer) Address = 0x13f2f955c [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalCommands.cpp, line 384] [in UE4Editor-MetalRHI.dylib]
void FMaterialShader::SetParameters(FRHICommandList&, FRHIPixelShader, FMaterialRenderProxy const, FMaterial const&, FSceneView const&, bool, ESceneRenderTargetsMode::Type, bool) Address = 0x117a2bdb0 [Runtime/RHI/Public/RHICommandList.h, line 1438] [in UE4Editor-Renderer.dylib]
TBasePassPixelShaderPolicyParamType::SetParameters(FRHICommandList&, FMaterialRenderProxy const, FMaterial const&, FViewInfo const, EBlendMode, bool, ESceneRenderTargetsMode::Type, float) Address = 0x1174ba6ae [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/BasePassRendering.h, line 501] [in UE4Editor-Renderer.dylib]
TBasePassDrawingPolicy::SetSharedState(FRHICommandList&, FViewInfo const*, FMeshDrawingPolicy::ContextDataType, float) const Address = 0x1174b99d6 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/BasePassRendering.h, line 806] [in UE4Editor-Renderer.dylib]
void FDrawBasePassDynamicMeshAction::Process(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FUniformLightMapPolicy::ElementDataType const&) const Address = 0x1174b54c0 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/BasePassRendering.cpp, line 396] [in UE4Editor-Renderer.dylib]
void ProcessBasePassMesh(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawBasePassDynamicMeshAction const&) Address = 0x117463aff [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/BasePassRendering.h, line 1235] [in UE4Editor-Renderer.dylib]
FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList&, FViewInfo const&, FBasePassOpaqueDrawingPolicyFactory::ContextType, FMeshBatch const&, bool, bool, FPrimitiveSceneProxy const*, FHitProxyId, bool) Address = 0x11741380f [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/BasePassRendering.cpp, line 453] [in UE4Editor-Renderer.dylib]
FRendererModule::DrawTileMesh(FRHICommandListImmediate&, FSceneView const&, FMeshBatch const&, bool, FHitProxyId const&) Address = 0x1178fb45b [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/Renderer.cpp, line 83] [in UE4Editor-Renderer.dylib]
FTileRenderer::DrawTile(FRHICommandListImmediate&, FSceneView const&, FMaterialRenderProxy const*, bool, float, float, float, float, float, float, float, float, bool, FHitProxyId, FColor) Address = 0x10c114360 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Engine/Private/TileRendering.cpp, line 177] [in UE4Editor-Engine.dylib]
FCanvasTileRendererItem::Render_RenderThread(FRHICommandListImmediate&, FCanvas const*) Address = 0x10c115019 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Engine/Private/TileRendering.cpp, line 244] [in UE4Editor-Engine.dylib]
FCanvas::Flush_RenderThread(FRHICommandListImmediate&, bool) Address = 0x10c23d612 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Engine/Private/UserInterface/Canvas.cpp, line 681] [in UE4Editor-Engine.dylib]
FPreviewElement::DrawRenderThread(FRHICommandListImmediate&, void const*) Address = 0x11bcaf667 (filename not found) [in UE4Editor-GraphEditor.dylib]
FSlateRHIRenderingPolicy::DrawElements(FRHICommandListImmediate&, FSlateBackBuffer&, FMatrix const&, TArray const&, bool) Address = 0x12c4ee7f7 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateRHIRenderingPolicy.cpp, line 648] [in UE4Editor-SlateRHIRenderer.dylib]
FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate&, FSlateRHIRenderer::FViewportInfo const&, FSlateWindowElementList&, bool, bool) Address = 0x12c4d4a5b [Runtime/Engine/Public/UnrealClient.h, line 32] [in UE4Editor-SlateRHIRenderer.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x12c505877 [Runtime/Core/Public/Stats/Stats2.h, line 1537] [in UE4Editor-SlateRHIRenderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x109384c8e [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 148] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x109380535 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 498] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10937d290 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1487] [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x10f9b4a88 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 310] [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x10f9ca0ad [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 436] [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x1093cdad8 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 26] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x109393cee [Runtime/Core/Private/GenericPlatform/../HAL/PThreadRunnableThread.h, line 168] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff9b21f99d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff9b21f91a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff9b21d351 (filename not found) [in libsystem_pthread.dylib]