Description

Generated from CrashReporter

Error Message:

Assertion failed: ActiveAllocatedElementCount <= QueryHeapCount [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Query.cpp] [Line: 408] The query heap is too small. Either increase the heap count (larger resource) or decrease MAX_ACTIVE_BATCHES.

From User Descriptions:

while painting landscape
editing landscape
 I was creating a landscape, 63x63.
 hi, how i can increase the heap count ?
i was trying to paint lanscape on a material with multiple layers 
Steps to Reproduce

From User Descriptions:

while painting landscape
editing landscape
 I was creating a landscape, 63x63.
 hi, how i can increase the heap count ?
i was trying to paint lanscape on a material with multiple layers 
Callstack

Error Message:

Assertion failed: ActiveAllocatedElementCount <= QueryHeapCount [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Query.cpp] [Line: 408] The query heap is too small. Either increase the heap count (larger resource) or decrease MAX_ACTIVE_BATCHES.

Callstack:

UnrealEditor-D3D12RHI!FD3D12QueryHeap::EndQueryBatchAndResolveQueryData(FD3D12CommandContext &) [D3D12Query.cpp:408]
UnrealEditor-D3D12RHI!FD3D12QueryHeap::AllocQuery(FD3D12CommandContext &) [D3D12Query.cpp:337]
UnrealEditor-D3D12RHI!FD3D12QueryHeap::EndQuery(FD3D12CommandContext &,FD3D12RenderQuery *) [D3D12Query.cpp:491]
UnrealEditor-D3D12RHI!FD3D12CommandContext::RHIEndRenderQuery(FRHIRenderQuery *) [D3D12Commands.cpp:1492]
UnrealEditor-RenderCore!FRHICommand<FRHICommandEndRenderQuery,FRHICommandEndRenderQueryString1857>::ExecuteAndDestruct(FRHICommandListBase &,FRHICommandListDebugContext &) [RHICommandList.h:768]
UnrealEditor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:498]
UnrealEditor-RHI!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &) [RHICommandList.cpp:560]
UnrealEditor-RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,ENamedThreads::Type,bool) [TaskGraphInterfaces.h:975]
UnrealEditor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:753]
UnrealEditor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:642]
UnrealEditor-Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [TaskGraph.cpp:2115]
UnrealEditor-RenderCore!FRHIThread::Run() [RenderingThread.cpp:325]
UnrealEditor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:146]
UnrealEditor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:76]
KERNEL32!7ff9991e0000  + 17034
ntdll!7ff99a3f0000  + 52651

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Fixed
ComponentUE - Rendering Architecture - RHI
Affects Versions5.0
Target Fix5.0.2
Fix Commit19848534
Main Commit19850637
Release Commit19848534
CreatedMar 14, 2022
ResolvedApr 28, 2022
UpdatedJun 7, 2023