Can't fade between materials in melbourne sample

Hey There,

I’m trying to fade the buildings between different materials. I know that this fade code works Cesium Map Material Fades with Error posted by anonymous | blueprintUE | PasteBin For Unreal Engine bc I can fade an object I drop in the scene. But when I try to fade the static meshes inside the melbourne photogrammetry object, the program crashes with this error:

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Assertion failed: UniformExpressionCache.CachedUniformExpressionShaderMap == Material.GetRenderingThreadShaderMap() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp] [Line: 358] UniformExpressionCache should be up to date, RenderProxy=None Material=M_Glass FeatureLevel=3

UnrealEditor_Renderer!FMaterialShader::GetShaderBindings() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp:358]
UnrealEditor_Renderer!FMeshMaterialShader::GetShaderBindings() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp:498]
UnrealEditor_Renderer!FMeshPassProcessor::BuildMeshDrawCommands<TMeshProcessorShaders<FDistortionMeshVS,FDistortionMeshPS,FMeshMaterialShader,FMeshMaterialShader,FMeshMaterialShader>,FMeshMaterialShaderElementData>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Public\MeshPassProcessor.inl:118]
UnrealEditor_Renderer!FDistortionMeshProcessor::AddMeshBatch() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DistortionRendering.cpp:867]
UnrealEditor_Renderer!GenerateDynamicMeshDrawCommands() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\MeshDrawCommands.cpp:622]
UnrealEditor_Renderer!FMeshDrawCommandPassSetupTask::AnyThreadTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\MeshDrawCommands.cpp:890]
UnrealEditor_Renderer!TGraphTask<FMeshDrawCommandPassSetupTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!<lambda_13c427d0bfcf321a066cb5a2badfbc27>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2051]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_17c904c32264d0348d15245fba0e1bff>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:656]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:162]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:361]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Does anybody have any suggestions?

Mostly a guess here… At any given time, some of the static meshes for individual tiles in a tileset will not be visible, so they won’t have a renderproxy. Perhaps you need to check for that possibility.