ID 543151 - NetworkMaterialEdit nodes will corrupt if you switch from a material location, that has a shading node which has a parameter set locally, to a material location generated by a different NetworkMaterialCreate node

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Problem summary
NetworkMaterialEdit nodes will corrupt if you switch from a material location, that has a shading node which has a parameter set locally, to a material location generated by a different NetworkMaterialCreate node.
 
Customer reported version
Katana 6.0v2
 
Customer reported platform
CentOs 7
 
Steps to reproduce
 
1)  Create a NetworkMaterialCreate node and name the material "Material1".

2)  Inside the NetworkMaterialCreate node, create a Shading Node with any node type.

3)  Set a parameter on the Shading Node to local or change the value of that parameter.

4)  Exit the NetworkMaterialCreate node and create a second NetworkMaterialCreate node.

5)  Change the name of the material on the second NetworkMaterialCreate node to Material 2.

6)  Now merge both NetworkMaterialCreate nodes.

7)  Downstream of the Merge node, create a NetworkMaterialEdit node.

8)  Set the Material Location to Edit to the "Material1" scene graph location, then click "Repopulate NetworkMaterialEdit"

9)  Now change the Material Location to Edit to the "Material2" scene graph location.
 
Expected behaviour
The NetworkMaterialEdit node updates and allows you to Refresh NetworkMaterialEdit.
 
Actual behaviour
An error occurs saying "NetworkMaterialEdit: Op: Error getting string value from StringAttribute." and the NetworkMaterialEdit node becomes corrupted.
 
Workaround
Unknown.
 
Reproduced by support
This bug has been reproduced in:
Katana 6.0v2 - Windows 10, CentOs7
 
Unable to reproduce bug in:
Katana 6.0v1 - Windows 10, CentOs 7
Katana 5.0v5 - Windows 10, CentOs 7
 
Earliest version tested
Katana 5.0v5 - This issue doesn't appear in this version and has regressed

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