When working with volumetric cloud materials, if I use object bounds to affect the UV scale of the cloud Conservative Density, cloud weather map texture sampler, not only does the editor crash, but the blueprint which contains the volumetric cloud component becomes corrupted causing the editor to crash on re-launch.
Crash Report
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHICore\Public\RHICoreShader.h] [Line: 127] Shader expected a uniform buffer at slot 4 but got null instead (Shader=‘’ UB=‘Scene’). Rendering code needs to set a valid uniform buffer for this slot.
UnrealEditor_D3D12RHI!UE::RHICore::SetResourcesFromTables<FD3D12ResourceBinder &,FD3D12UniformBuffer * [16],unsigned short>() [D:\build++UE5\Sync\Engine\Source\Runtime\RHICore\Public\RHICoreShader.h:127]
UnrealEditor_D3D12RHI!FD3D12CommandContext::CommitGraphicsResourceTables() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1582]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1747]
UnrealEditor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:159]
UnrealEditor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1468>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1245]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:461]
UnrealEditor_RHI!FRHICommandListImmediate::ExecuteAndReset'::
35’::<lambda_4>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:772]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:328]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
While this is likely a user error in my use of the Object Bounds property, I’d like to learn why so I can better avoid such crashes and corruption in the future.