Hey Neoglyphic!
I’m getting a hard crash trying to use any of the mobile fur materials, both in a 4.13.1 project made from the VR template, and in the Neo Fur Demo project.
I can use the Optimized and Complex materials just fine, but want to try the mobile materials to see if I can get my character running more optimally.
Here’s the log from my project if I have a NeoFur component on something and set it to a material instance based on the Mobile Fur material. UE hard crashes with no warnings.
[2016.10.10-00.02.49:710][947]LogWindows:Error: === Critical error: ===
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 721]
[2016.10.10-00.02.49:710][947]LogWindows:Error: Rendering thread exception:
[2016.10.10-00.02.49:710][947]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1785]
[2016.10.10-00.02.49:710][947]LogWindows:Error: Couldn’t find Shader TBasePassVSFCachedPointIndirectLightingPolicy for Material Resource M_NeoFur_Mobile!
[2016.10.10-00.02.49:710][947]LogWindows:Error: With VF=FNeoFurVertexFactory, Platform=PCD3D_SM5
[2016.10.10-00.02.49:710][947]LogWindows:Error: ShouldCache: Mat=1, VF=0, Shader=1
[2016.10.10-00.02.49:710][947]LogWindows:Error: MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Masked, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=1, Distorted=0, WritesEveryPixel=0, ModifiesMeshPosition=0, Usage={bUsedWithStaticLighting}
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:710][947]LogWindows:Error:
[2016.10.10-00.02.49:732][947]LogExit: Executing StaticShutdownAfterError
[2016.10.10-00.02.49:737][947]LogWindows: FPlatformMisc::RequestExit(1)
[2016.10.10-00.02.49:737][947]Log file closed, 10/09/16 17:02:49
A similar thing happens if I try to load the mobile examples map in the Neofur demo project - UE crashes before loading the map.
Here’s the log from that one:
[2016.10.10-00.04.08:613][770]LogWindows:Error: === Critical error: ===
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 721]
[2016.10.10-00.04.08:613][770]LogWindows:Error: Rendering thread exception:
[2016.10.10-00.04.08:613][770]LogWindows:Error: Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1829]
[2016.10.10-00.04.08:613][770]LogWindows:Error: Couldn’t find ShaderPipeline DepthPipeline for Material Resource M_NeoFur_Mobile!
[2016.10.10-00.04.08:613][770]LogWindows:Error: With VF=FNeoFurVertexFactory, Platform=PCD3D_SM5
[2016.10.10-00.04.08:613][770]LogWindows:Error: FDepthOnlyPS Freq 3, ShouldCache: Mat=1, VF=0, Shader=1
[2016.10.10-00.04.08:613][770]LogWindows:Error: TDepthOnlyVS<false> Freq 0, ShouldCache: Mat=1, VF=0, Shader=1
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error: MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Masked, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=1, Distorted=0, WritesEveryPixel=0, ModifiesMeshPosition=0, Usage={bUsedWithStaticLighting}
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error: KERNELBASE.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Engine.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Renderer.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-RenderCore.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-RenderCore.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: UE4Editor-Core.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: KERNEL32.DLL
[2016.10.10-00.04.08:613][770]LogWindows:Error: ntdll.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error: ntdll.dll
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:613][770]LogWindows:Error:
[2016.10.10-00.04.08:639][770]LogExit: Executing StaticShutdownAfterError
[2016.10.10-00.04.08:645][770]LogWindows: FPlatformMisc::RequestExit(1)
[2016.10.10-00.04.08:645][770]Log file closed, 10/09/16 17:04:08
Any thoughts? Plugin and demo project were downloaded just a day or so ago.