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No known steps to reproduce
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 684] pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed at D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1172 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
ntdll!7ffb7c1d0000 + 9cea4 KERNELBASE!7ffb79b70000 + 219ce UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1591] UE4Editor-Core!static `ReportGPUCrash'::`1'::filt$0() [WindowsPlatformCrashContext.cpp:1660] VCRUNTIME140!7ffb693d0000 + ebc0 ntdll!7ffb7c1d0000 + a217f ntdll!7ffb7c1d0000 + 51454 ntdll!7ffb7c1d0000 + 511a5 KERNELBASE!7ffb79b70000 + 34ed9 UE4Editor-Core!ReportGPUCrash(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1659] UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:73] UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61] UE4Editor-D3D12RHI!D3D12RHI::VerifyD3D12Result(long,char const *,char const *,unsigned int,ID3D12Device *,FString) [D3D12Util.cpp:684] UE4Editor-D3D12RHI!FD3D12Device::GetQueryData(FD3D12RenderQuery &,bool) [D3D12Query.cpp:196] UE4Editor-D3D12RHI!FD3D12DynamicRHI::RHIGetRenderQueryResult(FRHIRenderQuery *,unsigned __int64 &,bool,unsigned int) [D3D12Query.cpp:111] UE4Editor-Renderer!static void FetchVisibilityForPrimitives_Range<1>(struct FVisForPrimParams & const, class FGlobalDynamicVertexBuffer *) [SceneVisibility.cpp:989] UE4Editor-Renderer!static int FetchVisibilityForPrimitives(const class FScene *, class FViewInfo & const, const bool, const bool, class FGlobalDynamicVertexBuffer & const) [SceneVisibility.cpp:1538] UE4Editor-Renderer!static int OcclusionCull(class FRHICommandListImmediate & const, const class FScene *, class FViewInfo & const, class FGlobalDynamicVertexBuffer & const) [SceneVisibility.cpp:1710] UE4Editor-Renderer!FSceneRenderer::ComputeViewVisibility(FRHICommandListImmediate &,FExclusiveDepthStencil::Type,TArray<FViewCommands,TInlineAllocator<4,TSizedDefaultAllocator<32> > > &,FGlobalDynamicIndexBuffer &,FGlobalDynamicVertexBuffer &,FGlobalDynamicReadBuffer &) [SceneVisibility.cpp:4021] UE4Editor-Renderer!FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate &,FExclusiveDepthStencil::Type,FILCUpdatePrimTaskData &) [SceneVisibility.cpp:4371] UE4Editor-Renderer!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate &) [DeferredShadingRenderer.cpp:1451] UE4Editor-Renderer!static void RenderViewFamily_RenderThread(class FRHICommandListImmediate & const, class FSceneRenderer *) [SceneRendering.cpp:3742] UE4Editor-Renderer!static void <lambda_cc1442c4bafed83188c182dd4b1a4ab0>::operator() [SceneRendering.cpp:4009] UE4Editor-Renderer!static void TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> >::DoTask(ENamedThreads::Type, const class TRefCountPtr<FGraphEvent> & const) [RenderingThread.h:183] UE4Editor-Renderer!static void TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> > >::ExecuteTask(class TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & const, ENamedThreads::Type) [TaskGraphInterfaces.h:886] UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:710] UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:602] UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:373] UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:509]
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2 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 4.27, 4.27.1, 4.27.2, 5.0-early access, 5.0 |
Target Fix | 5.1 |
Created | Aug 30, 2021 |
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Resolved | Feb 28, 2022 |
Updated | Jun 7, 2023 |