UE5.4.2 Adding virtual texture (SVT) to empty material graph crashes engine

Am I missing somthing fundamental?
In Ue5.4.2

  • I have Virtual textures support enabled, using two RVT Volumes (Height & Color) without any problems. - This question is about SVT - my RVT’s are running perfectly.
  • Import any texture and convert to SVT - no problems.
  • Create new, empty material graph, drag in a virtual texture - sometime crashes the engine.
  • drag in a second virtual texture - always crashes the engine, with the error:
    Assertion failed: !UE::RenderCommandPipe::IsReplaying() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp] [Line: 5471]

The texture is not being used anywhere else, the material has not been applied to any mesh yet. I know not to use SVT with RVT’s - I’ll be using this material on a mesh.

From what I’ve been able to find out by googling is to switch back to DX11 - which kind of defeats the whole purpose / feature set of DX12 - so thats not really an option. I’ve also seen some posts about setting “allow static lighting” to true - again, defeating the purpose of a dynamically lit scene etc.

I have tried setting up the material first, adding the texture samples, setting each one to its appropriate “virtual color, virtual normal … etc”, and without connecting any of them to the material output pins. When I add the first virtual texture, it works fine, as soon as I add the second one, it crahses - always. I’ve tested with color, grayscale, normal, compressed, uncompressed etc etc - the behavior remains the same. All of this behavior happens in the material graph - without the material being applied to any mesh yet, without any samplers being connected to the material graph input pins etc - literally, just adding a SVT to a material graph crashes the engine.

Is this a known bug?

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