Description

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.

Steps to Reproduce

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.

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Fixed
ComponentUE - Rendering Architecture
Affects Versions5.45.35.3.25.55.4.4
Target Fix33.205.5.2
Fix Commit38493630
CreatedOct 25, 2024
ResolvedDec 6, 2024
UpdatedDec 18, 2024
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