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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-228848 in the post.
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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 | Feb 12, 2025 |