Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem.
For example, if starting PIE is blocked for more than 2 seconds, StallDetecter will raise this exception.
Visual Studio reports an access violation in RtlpUnwindPrologue. see call stack.
TArray<uint64> Backtrace;
Backtrace.AddUninitialized(100);
// Capturing a back trace of another thread
int32 NumStackEntries = FPlatformStackWalk::CaptureThreadStackBackTrace(GRenderThreadId, Backtrace.GetData(), Backtrace.Num());
ntdll.dll!RtlpUnwindPrologue() Unknown
ntdll.dll!RtlpxVirtualUnwind() Unknown
ntdll.dll!RtlVirtualUnwind() Unknown
kernel32.dll!RtlVirtualUnwindStub() Unknown
UnrealEditor-Core-Win64-Debug.dll!FMicrosoftPlatformStackWalk::CaptureStackTraceInternal(unsigned __int64 * OutBacktrace, unsigned int MaxDepth, void * InContext, void * InThreadHandle, unsigned int * OutDepth) Line 120 C++
UnrealEditor-Core-Win64-Debug.dll!FWindowsPlatformStackWalk::CaptureStackTraceByProcess(unsigned __int64 * OutBacktrace, unsigned int MaxDepth, void * InContext, void * InThreadHandle, unsigned int * OutDepth, bool bExternalProcess) Line 280 C++
UnrealEditor-Core-Win64-Debug.dll!FWindowsPlatformStackWalk::CaptureThreadStackBackTrace(unsigned __int64 ThreadId, unsigned __int64 * BackTrace, unsigned int MaxDepth, void * Context) Line 344 C++
UnrealEditor-Core-Win64-Debug.dll!UE::FStallDetectorRunnable::Run() Line 155 C++
UnrealEditor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 146 C++
kernel32.dll!BaseThreadInitThunk() Unknown
ntdll.dll!RtlUserThreadStart() Unknown
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-203700 in the post.
5 |
Component | UE - Foundation - Core |
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Affects Versions | 5.3 |
Target Fix | 5.6 |
Created | Jan 11, 2024 |
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Updated | Oct 18, 2024 |