It happened a few times today on my two completely separate projects. Either of them worked just fine on 4.12-4.13.1 before. Not sure what could be causing this as I have not installed or updated anything recently. In attempt to reproduce the crash I did this: tried to migrate one of my projects from the 4.12.5 “backup” to 4.13.1, and it started crashing consistently on the shader compiling sequence (each time when it shows: 208 shaders left).
Here is the log:
MachineId:FF9A500549E071703E423A97F8B263E8
EpicAccountId:918d8f4d187849909118ffb7b6d6eb61
Assertion failed: Canary != FShader::ShaderMagic_CleaningUp [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\ShaderCore\Private\Shader.cpp] [Line: 440]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_ShaderCore!FShaderResource::AddRef() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\shadercore\private\shader.cpp:441]
UE4Editor_ShaderCore!FShader::SetResource() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\shadercore\private\shader.cpp:1021]
UE4Editor_ShaderCore!FShader::FShader() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\shadercore\private\shader.cpp:834]
UE4Editor_Renderer!FMaterialShader::FMaterialShader() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:24]
UE4Editor_Renderer!FMeshMaterialShader::FMeshMaterialShader() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\public\meshmaterialshader.h:20]
UE4Editor_Renderer!FVelocityVS::FVelocityVS() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\velocityrendering.cpp:99]
UE4Editor_Renderer!FVelocityVS::ConstructCompiledInstance() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\renderer\private\velocityrendering.cpp:43]
UE4Editor_Engine!FMeshMaterialShaderType::FinishCompileShader() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\materials\meshmaterialshader.cpp:142]
UE4Editor_Engine!FMaterialShaderMap::ProcessCompilationResultsForSingleJob() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\materials\materialshader.cpp:1434]
UE4Editor_Engine!FMaterialShaderMap::ProcessCompilationResults() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\materials\materialshader.cpp:1495]
UE4Editor_Engine!FShaderCompilingManager::ProcessCompiledShaderMaps() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1671]
UE4Editor_Engine!FShaderCompilingManager::ProcessAsyncResults() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:2229]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2843]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
P.s.: BTW, i do not have any, or ever created any path like the “D:\Build…” mentioned in the log file, though my projects are stored at D:…other path.