When multiple render commands are enqueued before the graph task runs for a prior enqueued command, the new commands will be put into the Queue for the task to run and no context is captured. When the task runs and consumes the queue of FRenderCommandPipe::FCommands, the context captured for the first queued command (captured by the creation of the graph task itself) is applied to all commands in the queue- commonly incorrectly categorizing the allocations.
Expected
The graphics allocations are associated with the correct LLM tags
Actual
Graphics allocations are sometimes associated randomly with incorrect LLM tags due to how commands are queued and contexts are tracked.
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-232109 in the post.
0 |
Component | UE - Rendering Architecture - RHI |
---|---|
Affects Versions | 5.4, 5.5 |
Target Fix | 5.6 |
Fix Commit | 38870598 |
---|
Created | Dec 3, 2024 |
---|---|
Resolved | Dec 17, 2024 |
Updated | Jan 16, 2025 |