Steps to Reproduce
  1. Open QAGame
  2. Under Project Settings, IOS, enable the Metal Desktop Renderer
  3. Under Settings, Preview Rendering Level, select IOS Metal SM5 and wait for shaders to compile

Crash!

Callstack
#0    0x000000014198e78a in TShaderRefBase<FGPUSceneSetInstancePrimitiveIdCS, FShaderMapPointerTable> FGlobalShaderMap::GetShader<FGPUSceneSetInstancePrimitiveIdCS>(int) const at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/RenderCore/Public/GlobalShader.h:201
#1    0x0000000141905e93 in TShaderRefBase<FGPUSceneSetInstancePrimitiveIdCS, FShaderMapPointerTable> FGlobalShaderMap::GetShader<FGPUSceneSetInstancePrimitiveIdCS>() const at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/RenderCore/Public/GlobalShader.h:194
#2    0x00000001418fe523 in FGPUScene::AddUpdatePrimitiveIdsPass(FRDGBuilder&, TInstanceCullingLoadBalancer<TConcurrentLinearArrayAllocator<FSceneRenderingBlockAllocationTag> >&) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Renderer/Private/GPUScene.cpp:2038
#3    0x00000001418fe21d in FGPUScene::AddClearInstancesPass(FRDGBuilder&) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Renderer/Private/GPUScene.cpp:2104
#4    0x00000001418fd01c in FGPUScene::UpdateInternal(FRDGBuilder&, FScene&, FRDGExternalAccessQueue&) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Renderer/Private/GPUScene.cpp:651
#5    0x0000000141902f99 in FGPUScene::Update(FRDGBuilder&, FScene&, FRDGExternalAccessQueue&) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Renderer/Private/GPUScene.cpp:1607
#6    0x00000001417913e3 in FDeferredShadingSceneRenderer::Render(FRDGBuilder&) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp:2496
#7    0x00000001422e4497 in RenderViewFamilies_RenderThread(FRHICommandListImmediate&, TArray<FSceneRenderer*, TSizedDefaultAllocator<32> > const&) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp:4382
#8    0x00000001422e3a42 in FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_58::operator()(FRHICommandListImmediate&) const at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp:4651
#9    0x00000001422e3db6 in TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_58>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:206
#10    0x00000001422e6cb0 in TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_58> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:1348
#11    0x000000010b383861 in FBaseGraphTask::Execute(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:950
#12    0x000000010b382c9d in FNamedTaskThread::ProcessTasksNamedThread(int, bool) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:760
#13    0x000000010b3817d3 in FNamedTaskThread::ProcessTasksUntilQuit(int) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:648
#14    0x000000010b37e651 in FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:2149
#15    0x000000010652f952 in RenderingThreadMain(FEvent*) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:415
#16    0x000000010656c91f in FRenderingThread::Run() at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:566
#17    0x000000010b5c2401 in FRunnableThreadPThread::Run() at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25
#18    0x000000010b4d1bb2 in FRunnableThreadPThread::_ThreadProc(void*) at /Users/jack.porter/Perforce/UE5Release/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185
#19    0x000000010418ac0d in _pthread_start ()
#20    0x0000000104192ccf in thread_start ()
 

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Unresolved
ComponentUE - Rendering Architecture - RHI
Affects Versions5.1
Target Fix5.5
CreatedNov 15, 2022
ResolvedFeb 13, 2024
UpdatedMar 15, 2024