The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for.
Thread A: calls CacheGraphicsPSO()
Thread B: calls CloseUserPipelineFileCache() (which empties RunTimeToPSOUsage )
Thread A: calls RegisterPSOStats() that expects to find the PSO in RunTimeToPSOUsage and crashes if it is not there.
Regular playthroughs, if possible, repeat start / stop a match. As per the ticket, testing is not required, general coverage from company wide playtesting is sufficient.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-228848 in the post.
0 |
Component | UE - Rendering Architecture |
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Affects Versions | 5.4, 5.3, 5.3.2, 5.5, 5.4.4 |
Target Fix | 33.20, 5.5.2 |
Fix Commit | 38493630 |
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Created | Oct 25, 2024 |
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Resolved | Dec 6, 2024 |
Updated | Dec 18, 2024 |