I’m using the oculus-5.4 branch of the Oculus-VR fork and trying to recreate the second material example in https://developers.meta.com/horizon/documentation/unreal/unreal-depthapi-material-graph, however an assertions gets thrown and crashes the editor. I’ve narrowed it down to having an EnvironmentDepth node connected while the blend mode is translucent or material domain is set to post process (required by SceneDepth).
Assertion failed: false [File:C:\code\UnrealEngine-OculusVR\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 60] Shader attempted to bind uniform buffer ‘FSceneTextureUniformParameters’ at slot [Name: SceneTextures, Slot: 9] with hash ‘144184377’, but the shader expected ‘OpaqueBasePass’ with hash ‘158338568’.
UnrealEditor_RHICore!UE::RHICore::ValidateStaticUniformBuffer() [C:\code\UnrealEngine-OculusVR\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp:57]
UnrealEditor_D3D12RHI!UE::RHICore::ApplyStaticUniformBuffers<ApplyStaticUniformBuffersOnContext’::5’::<lambda_1> >() [C:\code\UnrealEngine-OculusVR\Engine\Source\Runtime\RHICore\Public\RHICoreShader.h:70]
UnrealEditor_D3D12RHI!ApplyStaticUniformBuffersOnContext() [C:\code\UnrealEngine-OculusVR\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:833]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHISetGraphicsPipelineState() [C:\code\UnrealEngine-OculusVR\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:883]
etc…
I tested on the oculus-5.3 branch and this doesn’t occur, anyone have any clues how to fix this or get around the issue?