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- Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1892] Couldn't find Shader TBasePassPSFCachedPointIndirectLightingPolicySkylight for Material Resource M_Landscape_Master! RenderMeshShaderMap 1, RenderThreadShaderMap 1 GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0 With VF=FLocalVertexFactory, Platform=PCD3D_SM5 ShouldCache: Mat=0, VF=1, Shader=1 MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=1, Usage={}
- UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
- UE4Editor_Engine!FMaterial::GetShader() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\materials\materialshared.cpp:1879]
- UE4Editor_Renderer!GetUniformBasePassShaders<3>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:847]
- UE4Editor_Renderer!GetBasePassShaders<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:909]
- UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::TBasePassDrawingPolicy<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1046]
- UE4Editor_Renderer!FDrawBasePassStaticMeshAction::Process<FUniformLightMapPolicy>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:470]
- UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassStaticMeshAction>() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.h:1591]
- UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::AddStaticMesh() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:519]
- UE4Editor_Renderer!FStaticMesh::AddToDrawLists() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\scenecore.cpp:379]
- UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:151]
- UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\primitivesceneinfo.cpp:204]
- UE4Editor_Renderer!FScene::AddPrimitiveSceneInfo_RenderThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:518]
- UE4Editor_Renderer!<lambda_0628b7e343e078d62bb69bb7a0b80e2d>::operator()() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\rendererscene.cpp:788]
- UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::AddPrimitive'::`2'::AddPrimitiveCommandName,<lambda_0628b7e343e078d62bb69bb7a0b80e2d> > >::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
- UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
- UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
- UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
- UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
- UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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