Spawn emitters causing crashes in ES2 Preview.

I cannot wrap my head around this. If I make a brand new mobile project with ES2 preview, spawn emitters are just fine. No crashing. Things look great.

But my current project crashes at the sight of a particle. This includings spawning in a particle from a blueprint or just slappin’ one down in the level. It will crash.

Here’s the crash log:



Assertion failed: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1919] Fatal Error Material not found

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll



I’m well aware that this file location doesn’t exists at all [File:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp]. Any ideas on how to fix this? Any ideas WHY this pointing to a random odd location which doesn’t exist?

edit:
I’ve moved my project over to my Mac machine. The project still crashes when using ES2 preview, where as a brand new project with particles works fine.

Mac machines crash log:


Assertion failed: [File:/Users/build/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 1919] Fatal Error Material not found

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x101bbf2cb (filename not found) [in UE4Editor-Core.dylib]
FMacErrorOutputDevice::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x101cff7ed (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::LogfImpl(wchar_t const*, ...) Address = 0x101dd3019 (filename not found) [in UE4Editor-Core.dylib]
AssertFailedImplV(char const*, char const*, int, wchar_t const*, __va_list_tag*) Address = 0x101d679ad (filename not found) [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x101d67afb (filename not found) [in UE4Editor-Core.dylib]
FMaterial::GetShader(FMeshMaterialShaderType*, FVertexFactoryType*, bool) const Address = 0x108e780d7 (filename not found) [in UE4Editor-Engine.dylib]
void GetUniformMobileBasePassShaders<(ELightMapPolicyType)0, 0>(FMaterial const&, FVertexFactoryType*, bool, TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>*&, TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>*&) Address = 0x113080c38 (filename not found) [in UE4Editor-Renderer.dylib]
FMobileBasePassMeshProcessor::Process(FMeshBatch const&, unsigned long long, int, FPrimitiveSceneProxy const*, FMaterialRenderProxy const&, FMaterial const&, EBlendMode, EMaterialShadingModel, ELightMapPolicyType, FLightCacheInterface const* const&) Address = 0x112fb8ff6 (filename not found) [in UE4Editor-Renderer.dylib]
FMobileBasePassMeshProcessor::AddMeshBatch(FMeshBatch const&, unsigned long long, FPrimitiveSceneProxy const*, int) Address = 0x112fb8ee8 (filename not found) [in UE4Editor-Renderer.dylib]
GenerateDynamicMeshDrawCommands(FViewInfo const&, EShadingPath, EMeshPass::Type, FMeshPassProcessor*, TArray<FMeshBatchAndRelevance, TMemStackAllocator<0u> > const&, TArray<FMeshPassMask, TMemStackAllocator<0u> > const*, int, TArray<FStaticMeshBatch const*, TMemStackAllocator<0u> > const&, int, TArray<FVisibleMeshDrawCommand, TMemStackAllocator<0u> >&, FDynamicMeshDrawCommandStorage&) Address = 0x112f7f576 (filename not found) [in UE4Editor-Renderer.dylib]
FMeshDrawCommandPassSetupTask::AnyThreadTask() Address = 0x112f826f5 (filename not found) [in UE4Editor-Renderer.dylib]
TGraphTask<FMeshDrawCommandPassSetupTask>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x112fae13c (filename not found) [in UE4Editor-Renderer.dylib]
FTaskThreadAnyThread::ProcessTasks() Address = 0x101b83cb3 (filename not found) [in UE4Editor-Core.dylib]
FTaskThreadAnyThread::ProcessTasksUntilQuit(int) Address = 0x101b830b8 (filename not found) [in UE4Editor-Core.dylib]
FTaskThreadAnyThread::Run() Address = 0x101b82f8d (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::Run() Address = 0x101c1e568 (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x101bfa4e1 (filename not found) [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff6c2972eb (filename not found) [in libsystem_pthread.dylib]
_pthread_start Address = 0x7fff6c29a249 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff6c29640d (filename not found) [in libsystem_pthread.dylib]

another edit:
I’ve found the problem, but no fix. The problem arises when the particle system is spawning a mesh. So mesh in particle = crash. I have no idea WHY.

Is it a CPU particle or a GPU particle? perhaps try the other as a workaround?