Hi there,
Whenever I try to add a constant vector value to the albedo node, the engine will crash.
I haven’t tried other situations for this bug yet, but here is the reproduction steps I have found so far:
- Create Blank Project.
- Create a new material, set it’s domain to Volume.
- Create a constant float3 node.
- Attempt to drag it to the albedo slot.
Here is a copy of the call stack:
> UE4Editor-ShaderCore.dll!FShaderResource::FindShaderResourceById(const FShaderResourceId & Id) Line 551 C++
UE4Editor-ShaderCore.dll!FShaderResource::FindOrCreateShaderResource(const FShaderCompilerOutput & Output, FShaderType * SpecificType) Line 560 C++
UE4Editor-Engine.dll!FMeshMaterialShaderType::FinishCompileShader(const FUniformExpressionSet & UniformExpressionSet, const FSHAHash & MaterialShaderMapHash, const FShaderCompileJob & CurrentJob, const FShaderPipelineType * ShaderPipelineType, const FString & InDebugDescription) Line 127 C++
UE4Editor-Engine.dll!FMaterialShaderMap::ProcessCompilationResultsForSingleJob(FShaderCompileJob * SingleJob, const FShaderPipelineType * ShaderPipeline, const FSHAHash & MaterialShaderMapHash) Line 1447 C++
UE4Editor-Engine.dll!FMaterialShaderMap::ProcessCompilationResults(const TArray<FShaderCommonCompileJob *,FDefaultAllocator> & InCompilationResults, int & InOutJobIndex, float & TimeBudget, TMap<FVertexFactoryType const *,TArray<FShaderPipelineType const *,FDefaultAllocator>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FVertexFactoryType const *,TArray<FShaderPipelineType const *,FDefaultAllocator>,0> > & SharedPipelines) Line 1488 C++
UE4Editor-Engine.dll!FShaderCompilingManager::ProcessCompiledShaderMaps(TMap<int,FShaderMapFinalizeResults,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,FShaderMapFinalizeResults,0> > & CompiledShaderMaps, float TimeBudget) Line 1770 C++
UE4Editor-Engine.dll!FShaderCompilingManager::ProcessAsyncResults(bool bLimitExecutionTime, bool bBlockOnGlobalShaderCompletion) Line 2369 C++
UE4Editor-Engine.dll!FCanvas::Construct() Line 271 C++
UE4Editor-Engine.dll!FCanvas::FCanvas(FRenderTarget * InRenderTarget, FHitProxyConsumer * InHitProxyConsumer, float InRealTime, float InWorldTime, float InWorldDeltaTime, ERHIFeatureLevel::Type InFeatureLevel) Line 260 C++
UE4Editor-GraphEditor.dll!FPreviewElement::DrawRenderThread(FRHICommandListImmediate & RHICmdList, const void * InWindowBackBuffer) Line 239 C++
UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderingPolicy::DrawElements(FRHICommandListImmediate & RHICmdList, FSlateBackBuffer & BackBuffer, const FMatrix & ViewProjectionMatrix, const TArray<FSlateRenderBatch,FDefaultAllocator> & RenderBatches, bool bAllowSwitchVerticalAxis) Line 707 C++
UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate & RHICmdList, FSlateRHIRenderer::FViewportInfo & ViewportInfo, FSlateWindowElementList & WindowElementList, bool bLockToVsync, bool bClear) Line 766 C++
UE4Editor-SlateRHIRenderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_43e86ee7c51f39979e9a39d40b280024> > >::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 883 C++
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 954 C++
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 701 C++
UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 327 C++
UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 478 C++
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 76 C++
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 25 C++
[External Code]
Hope this helps!
.