Description

After further investigation we noticed that the issue is arising from the Instanced Stereo setting. When creating a Vector3 in a new material, building lighting or disabling the Instanced Stereo setting, the engine crashes.

Regression: This issue is not occurring in 4.27 Binary or EA Binary.

Steps to Reproduce
  1. Open VRTemplate
  2. Create a new material
  3. Hold 3 and left click the grid to create a Vector3

Actual Result: Engine instantly crashes after creating a Vector3
Expected Result: Vector3 is created successfully and the engine continues to run smoothly.
--------------------

  1. Open VRTemplate
  2. Create landscape and add a material
  3. Build > Build lighting only

Actual Result: Engine crashes while building lighting with the same callstack.
Expected Result: Engine builds lighting successfully

--------------------

  1. Open VRTemplate
  2. Disable Instanced Stereo
  3. Restart Editor

Actual Result: Engine crashes when reopening the engine after disabling Instanced Stereo
Expected Result: Engine reopens successfully with Instanced Stereo disabled

Callstack
Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 729]
UnrealEditor-D3D12RHI!FD3D12DescriptorCache::SetConstantBuffers<0>(FD3D12RootSignature const *,FD3D12ConstantBufferCache &,unsigned short const &) [D3D12DescriptorCache.cpp:729]
UnrealEditor-D3D12RHI!FD3D12StateCacheBase::ApplyState<0>() [D3D12StateCache.cpp:648]
UnrealEditor-D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive(FRHIBuffer *,int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int) [D3D12Commands.cpp:2080]
UnrealEditor-RHI!FRHICommandDrawIndexedPrimitive::Execute(FRHICommandListBase &) [RHICommandListCommandExecutes.inl:214]
UnrealEditor-Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1053>::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!7ffab5740000  + 17034
ntdll!7ffab6630000  + 52651

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Fixed
ComponentUE - Platform - XR
Affects Versions5.0
Target Fix5.0.2
Fix Commit19857000
Main Commit19869186
CreatedApr 4, 2022
ResolvedApr 22, 2022
UpdatedMay 6, 2022