Unreal Engine 5.4.2 MaterialParameterCollection.h [Line: 172] Crash

The program crashes after opening the projects I downloaded from the store. I can’t find what’s causing it. Isn’t there a document prepared for these bug reports?

Assertion failed: UniformBufferStruct [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Materials\MaterialParameterCollection.h] [Line: 172]

UnrealEditor_Engine!FHLSLMaterialTranslator::GetMaterialEnvironment() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\HLSLMaterialTranslator.cpp:2564]
UnrealEditor_Engine!FMaterial::Translate_Legacy() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:3355]
UnrealEditor_Engine!FMaterial::BeginCompileShaderMap() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:3420]
UnrealEditor_Engine!FMaterial::BeginCacheShaders'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:3050]
UnrealEditor_Engine!FMaterial::FinishCacheShaders() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:3207]
UnrealEditor_Engine!FMaterial::CacheShaders() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:2820]
UnrealEditor_Engine!UMaterial::CacheShadersForResources() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp:2559]
UnrealEditor_Engine!UMaterial::CacheResourceShadersForRendering() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp:2381]
UnrealEditor_Engine!UMaterial::PostLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp:4191]
UnrealEditor_CoreUObject!UObject::ConditionalPostLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1306]
UnrealEditor_CoreUObject!EndLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2262]
UnrealEditor_CoreUObject!LoadPackageInternal'::110’::<lambda_2>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1810]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1912]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2068]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2044]
UnrealEditor_ContentBrowserAssetDataSource!FAssetData::FastGetAsset() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\AssetRegistry\AssetData.h:533]
UnrealEditor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewAssetFileItems() [D:\build++UE5\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:371]
UnrealEditor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewItems() [D:\build++UE5\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:427]
UnrealEditor_ContentBrowserAssetDataSource!UContentBrowserAssetDataSource::BulkEditItems() [D:\build++UE5\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataSource.cpp:2207]
UnrealEditor_ContentBrowser!SContentBrowser::OnItemsActivated() [D:\build++UE5\Sync\Engine\Source\Editor\ContentBrowser\Private\SContentBrowser.cpp:3196]
UnrealEditor_ContentBrowser!V::TBaseSPMethodDelegateInstance::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:281]
UnrealEditor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [D:\build++UE5\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:4081]
UnrealEditor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,1,void __cdecl(TSharedPtr<FAssetViewItem,1>),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:298]
UnrealEditor_ContentBrowser!TDelegate<void __cdecl(TSharedPtr<FAssetViewItem,1>),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,1> >::Private_OnItemDoubleClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:1124]
UnrealEditor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,1> >::OnMouseButtonDoubleClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:438]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,FSlateApplication::RoutePointerDoubleClickEvent'::2’::<lambda_1> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:442]
UnrealEditor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5773]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5758]
UnrealEditor_Slate!FSlateApplication::OnMouseDoubleClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5721]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2247]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2750]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1919]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:929]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5850]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Hi,

I also have this crash, usually opening the Paragon marketplace assets(skeletal meshes, character blueprints) it happens quite often. Assets that where previously ok suddenly start causing this crash without any changes being done on them.

Best regards,

1 Like

I tried to solve it, but unfortunately there is no solution. It is really frustrating that this problem occurs even though it is compatible with the engine version and they have not resolved it even after 2 weeks. THERE IS NO SOLUTION.

I’ve managed to work around it somehow, sometimes but it looks so random and i can’t figure out what “fixes” it…

I think i’ve narrowed it down to one of these files

i tested by removing them one by one and restoring until i found the broken one. In my case it seems to be the one in “ParagonGideon\Characters\Global\MaterialFunctions\ParameterCollections” after removing it everything went back to normal.Hope this helps.

Best regards

2 Likes

Unfortunately, it’s not very complicated and not worth the hassle. It is a ready-made content and I would like to download it and use it directly. What’s the point if I have to deal with a lot of problems? I will continue with one character model. It’s really a waste of time. There is no gain in solving this error, it only causes harm in the form of extra time and loss of motivation.

Just search for all your material parameter collections, sort by alphabet and then look for ‘Orion’ this identifies the Paragon assets that are causing the problem. Then look at which one or ones relate to mesh assets - they will be the culprit. In my case, a third party developer had used these assets in his product so I had no idea they were in my project but removing the ‘OrionGlobalGamplay’ file has fixed the problem. Thanks to @Zekazarapatika for putting me on the right track!

How can I remove those files? There is a lot of material information in them. After removing them, the characters remain as solid polygons.

I don’t know, right know i cant even open my project anymore.Was hoping to find an aswer here but nada.

Best regards,

I don’t understand why they offer free resources and allow it to work with an incompatible engine version. It’s been 50 years since we sent a report, there is no solution. The character and the entire project they present is, so to speak, GARBAGE at the moment.

Yeah that’s is not cool, maybe we should move this discussion to this topic

Best regards,

I looked into it but couldn’t find a clear and simple solution. These characters have no meaning if I can’t download and use them. I’m already dealing with multiple errors in the projects I’m currently working on. I never bother with mistakes in ready-made products like this.

Hey guys I created a YT video on this because it was driving me crazy and huge credit to @3dRaven https://youtu.be/9-QPWrxrReQ
Thank you all for discussing this and I really hope my video can help some people!

1 Like

this just saved my project file

I finally solved the problem by deleting the resource corresponding in the Content Folder.
Attention that do not rebind models that have been deleted and re imported from the original animation blueprint.

(post deleted by author)