Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- MachineId:C48CC4464EDB05D35B06AEA47050D728
- EpicAccountId:e5e6ab26dfb94eeb8400b72c5199aaab
- Fatal error: [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1758]
- Couldn't find ShaderPipeline DepthPipeline for Material Resource volcrash!
- With VF=FLocalVertexFactory, Platform=PCD3D_SM5
- FDepthOnlyPS Freq 3 not Found
- TDepthOnlyVS<false> Freq 0, ShouldCache: Mat=1, VF=1, Shader=1
- MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, InjectEmissiveIntoLPV=0, Masked=0, Distorted=0, BlockGI=0, Usage={}
- UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
- UE4Editor_Engine!FMaterial::GetShaderPipeline() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1749]
- UE4Editor_Renderer!FDepthDrawingPolicy::FDepthDrawingPolicy() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:229]
- UE4Editor_Renderer!FDepthDrawingPolicyFactory::AddStaticMesh() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\depthrendering.cpp:442]
- UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:329]
- UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:145]
- UE4Editor_Renderer!FScene::UpdateStaticDrawListsForMaterials_RenderThread() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:2117]
- UE4Editor_Renderer!FScene::SetShaderMapsOnMaterialResources_RenderThread() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:2061]
- UE4Editor_Renderer!TGraphTask<`FScene::SetShaderMapsOnMaterialResources'::`2'::EURCMacro_FSetShaderMapOnMaterialResources>::ExecuteTask() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:999]
- UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
- UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
- UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
- UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
- UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement