Looks like it's a resource state tracking assert issue on the resource.
Download the licensee repro here - [Link Removed]
Open in editor, hit PIE play, wait a second, will crash.
> [Inline Frame] UE4Editor-D3D12RHI.dll!FD3D12Resource::GetDefaultResourceState() Line 205 C++ UE4Editor-D3D12RHI.dll!TD3D12Texture2D<FD3D12BaseTexture2D>::Lock::__l30::<lambda>() Line 1764 C++ [Inline Frame] UE4Editor-D3D12RHI.dll!FD3D12Device::GetCommandContext(unsigned int) Line 89 C++ [Inline Frame] UE4Editor-D3D12RHI.dll!FD3D12Device::GetDefaultCommandContext() Line 109 C++ UE4Editor-D3D12RHI.dll!TD3D12Texture2D<FD3D12BaseTexture2D>::Lock(FRHICommandListImmediate * RHICmdList, unsigned int MipIndex, unsigned int ArrayIndex, EResourceLockMode LockMode, unsigned int & DestStride) Line 1792 C++ UE4Editor-D3D12RHI.dll!FD3D12DynamicRHI::LockTexture2D_RenderThread(FRHICommandListImmediate & RHICmdList, FRHITexture2D * TextureRHI, unsigned int MipIndex, EResourceLockMode LockMode, unsigned int & DestStride, bool bLockWithinMiptail, bool bNeedsDefaultRHIFlush) Line 2129 C++ [Inline Frame] UE4Editor-LockTextureIssue.dll!FRHICommandListImmediate::LockTexture2D(FRHITexture2D *) Line 4362 C++ [Inline Frame] UE4Editor-LockTextureIssue.dll!RHILockTexture2D(FRHITexture2D * Texture, unsigned int) Line 5456 C++ UE4Editor-LockTextureIssue.dll!ATestActor::ReadTexture::__l2::<lambda>(FRHICommandListImmediate & RHICmdList) Line 53 C++ [Inline Frame] UE4Editor-LockTextureIssue.dll!EnqueueUniqueRenderCommand(ATestActor::ReadTexture::__l2::void <lambda>(FRHICommandListImmediate &) &&) Line 244 C++ UE4Editor-LockTextureIssue.dll!ATestActor::ReadTexture() Line 46 C++ UE4Editor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1092 C++ UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 172 C++ UE4Editor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 284 C++ UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) Line 886 C++ [Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 524 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 710 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 602 C++ [Inline Frame] UE4Editor-Core.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Line 1480 C++ UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1532 C++ UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 564 C++ UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1585 C++ UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 785 C++ UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1494 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1736 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C++ UE4Editor.exe!FEngineLoop::Tick() Line 4919 C++ [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 178 C++ UE4Editor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 262 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320 C++ [Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++ UE4Editor.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-116491 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.26.2, 4.27 |
Target Fix | 4.27 |
Created | May 25, 2021 |
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Resolved | Jun 2, 2021 |
Updated | Jun 2, 2021 |