Static mesh that does not have Support Ray Tracing flag does not have a GeometryRHI object. So it causes a crash in FD3D12RayTracingScene.
Excluding instances that do not have a GerometyRHI in FDeferredShadingSceneRenderer::GaterRayTracingWorldInstances works as a workaround.
UE4.27
FD3D12RayTracingScene::FD3D12RayTracingScene(FD3D12Adapter * Adapter, const FRayTracingSceneInitializer & Initializer) Line 2820 FD3D12DynamicRHI::RHICreateRayTracingScene(const FRayTracingSceneInitializer & Initializer) Line 2231 FDeferredShadingSceneRenderer::DispatchRayTracingWorldUpdates(FRHICommandListImmediate & RHICmdList) Line 1148 FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 1782 RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 3742 FRendererModule::BeginRenderingViewFamily::__l43::<lambda>(FRHICommandListImmediate & RHICmdList) Line 4008 TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,void <lambda>(FRHICommandListImmediate &)>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 183 TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`43'::FDrawSceneCommandName,void <lambda>(FRHICommandListImmediate &)>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) Line 888 FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 710 FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 602 FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1481 RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 373 FRenderingThread::Run() Line 528 FRunnableThreadWin::Run() Line 84 FRunnableThreadWin::GuardedRun() Line 27 FRunnableThreadWin::_ThreadProc(void * pThis) Line 38
UE5 CL18416580
[Inline Frame] UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::GatherRayTracingWorldInstancesForView::__l112::<lambda_4026edc39b360fc29d4f3d0780f35ee0>::operator()() Line 965 C++ UnrealEditor-Renderer.dll!DispatchCheckVerify<void,<lambda_4026edc39b360fc29d4f3d0780f35ee0>>(FDeferredShadingSceneRenderer::GatherRayTracingWorldInstancesForView::__l112::<lambda_4026edc39b360fc29d4f3d0780f35ee0> && Inner) Line 170 C++ UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::GatherRayTracingWorldInstancesForView(FRDGBuilder & GraphBuilder, FViewInfo & View, FRayTracingScene & RayTracingScene) Line 965 C++ UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 2152 C++ UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 4087 C++ UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l46::<lambda>(FRHICommandListImmediate & RHICmdList) Line 4345 C++ UnrealEditor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`46'::FDrawSceneCommandName,void <lambda>(FRHICommandListImmediate &)>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 185 C++ UnrealEditor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`46'::FDrawSceneCommandName,void <lambda>(FRHICommandListImmediate &)>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 980 C++ [Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 587 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 753 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 642 C++ UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 2115 C++ UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 376 C++ UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 515 C++ UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 146 C++ UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 76 C++ [External Code]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-135874 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.27.1 |
Target Fix | 5.0 |
Created | Nov 24, 2021 |
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Resolved | Feb 7, 2022 |
Updated | Jan 26, 2023 |