Index: NoesisRenderDevice.cpp
===================================================================
--- NoesisRenderDevice.cpp	(revision 11261)
+++ NoesisRenderDevice.cpp	(working copy)
@@ -911,21 +911,33 @@
 		// Usually the RHI resource is ready when we create the texture.
 		// However, when we are hot-reloading a texture, UE4 enqueues the
 		// creation to the render thread, so we must do the same.
-		ENQUEUE_RENDER_COMMAND(FNoesisInstance_InitRenderer)
-		(
-			[Texture, Resource](FRHICommandListImmediate&)
-			{
-				FTexture2DRHIRef TextureRef = Resource->GetTexture2DRHI();
-				if (TextureRef)
+		FTexture2DRHIRef TextureRef = Resource->GetTexture2DRHI();
+		if (TextureRef)
+		{
+			check(Texture->Width == TextureRef->GetSizeX());
+			check(Texture->Height == TextureRef->GetSizeY());
+			check(Texture->NumMipMaps == TextureRef->GetNumMips());
+			Texture->ShaderResourceTexture = TextureRef;
+			SetTextureFormat(Texture, TextureRef->GetFormat());
+		}
+		else
+		{
+			ENQUEUE_RENDER_COMMAND(FNoesisInstance_InitRenderer)
+			(
+				[Texture, Resource](FRHICommandListImmediate&)
 				{
-					check(Texture->Width == TextureRef->GetSizeX());
-					check(Texture->Height == TextureRef->GetSizeY());
-					check(Texture->NumMipMaps == TextureRef->GetNumMips());
-					Texture->ShaderResourceTexture = TextureRef;
-					SetTextureFormat(Texture, TextureRef->GetFormat());
+					FTexture2DRHIRef TextureRef = Resource->GetTexture2DRHI();
+					if (TextureRef)
+					{
+						check(Texture->Width == TextureRef->GetSizeX());
+						check(Texture->Height == TextureRef->GetSizeY());
+						check(Texture->NumMipMaps == TextureRef->GetNumMips());
+						Texture->ShaderResourceTexture = TextureRef;
+						SetTextureFormat(Texture, TextureRef->GetFormat());
+					}
 				}
-			}
-		);
+			);
+		}
 	}
 	else if (InTexture->IsA<UTextureRenderTarget2D>())
 	{
@@ -1304,8 +1316,11 @@
 	{
 		FNoesisTexture* Texture = (FNoesisTexture*)(Batch.pattern);
 		FRHITexture* PatternTexture = Texture->ShaderResourceTexture;
-		FRHISamplerState* PatternSamplerState = SamplerStates[Batch.patternSampler.v];
-		PixelShader->SetPatternTexture(*RHICmdList, PatternTexture, PatternSamplerState);
+		if (PatternTexture != nullptr)
+		{
+			FRHISamplerState* PatternSamplerState = SamplerStates[Batch.patternSampler.v];
+			PixelShader->SetPatternTexture(*RHICmdList, PatternTexture, PatternSamplerState);
+		}
 	}
 }
 
