Description

When running in Dx12 on Windows 10, the editor will crash if you click on a bone that you wish to edit in the Skeleton tab of Persona

Steps to Reproduce

1. Launch the editor in DirectX 12 mode (Create a shortcut to the .exe, right-click the shortcut and add -DX12 to the end of the "Target" field)
2. Create a new project or open an existing one.
3. Open a skeletal mesh (If you don't have one, select Show Engine Content from the View Options at the bottom right of the content browser and then search for Skeletal Cube)
4. Select the "Skeleton" tab at the top right of Persona
5. Select a bone in the Skeleton Tree tab
Result: The editor crashes
Expected: The editor shouldn't crash and the bone should be highlighted like usual

Callstack

Newest callstack as of CL#2852543 (Old callstacks are attached)

MachineId:4B8430A44676521DAF6AE784003EC952
EpicAccountId:

Fatal error: [File:D:\matthew.clark_Compat\Engine\Source\Runtime\Windows\D3D12RHI\Private\D3D12Util.cpp] [Line: 204] 
GetParentDevice()->GetDevice()->CreateGraphicsPipelineState(&Desc->Desc, IID_PPV_ARGS(PipelineState.GetInitReference())) failed 
 at D:\matthew.clark_Compat\Engine\Source\Runtime\Windows\D3D12RHI\Private\D3D12StateCache.cpp:3605 
 with error E_INVALIDARG


UE4Editor_Core!FDebug::AssertFailed() [d:\matthew.clark_compat\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_D3D12RHI!D3D12RHI::VerifyD3D11Result() [d:\matthew.clark_compat\engine\source\runtime\windows\d3d12rhi\private\d3d12util.cpp:204]
UE4Editor_D3D12RHI!FD3D12PipelineState::Create() [d:\matthew.clark_compat\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:3606]
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::Add() [d:\matthew.clark_compat\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1776]
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::FindGraphicsLowLevel() [d:\matthew.clark_compat\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1737]
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::FindGraphics() [d:\matthew.clark_compat\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1691]
UE4Editor_D3D12RHI!FD3D12StateCacheBase::ApplyState() [d:\matthew.clark_compat\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:859]
UE4Editor_D3D12RHI!FD3D12CommandContext::RHIEndDrawPrimitiveUP() [d:\matthew.clark_compat\engine\source\runtime\windows\d3d12rhi\private\d3d12commands.cpp:1658]
UE4Editor_Engine!FBatchedElements::Draw() [d:\matthew.clark_compat\engine\source\runtime\engine\private\batchedelements.cpp:911]
UE4Editor_Renderer!FRCPassPostProcessCompositeEditorPrimitives::RenderPrimitivesToComposite<FBasePassOpaqueDrawingPolicyFactory>() [d:\matthew.clark_compat\engine\source\runtime\renderer\private\postprocess\postprocesscompositeeditorprimitives.cpp:363]
UE4Editor_Renderer!FRCPassPostProcessCompositeEditorPrimitives::Process() [d:\matthew.clark_compat\engine\source\runtime\renderer\private\postprocess\postprocesscompositeeditorprimitives.cpp:238]
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() [d:\matthew.clark_compat\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:623]
UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\matthew.clark_compat\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:178]
UE4Editor_Renderer!FPostProcessing::Process() [d:\matthew.clark_compat\engine\source\runtime\renderer\private\postprocess\postprocessing.cpp:1959]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\matthew.clark_compat\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1382]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\matthew.clark_compat\engine\source\runtime\renderer\private\scenerendering.cpp:1738]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\matthew.clark_compat\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\matthew.clark_compat\engine\source\runtime\core\private\async\taskgraph.cpp:779]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\matthew.clark_compat\engine\source\runtime\core\private\async\taskgraph.cpp:526]
UE4Editor_RenderCore!RenderingThreadMain() [d:\matthew.clark_compat\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\matthew.clark_compat\engine\source\runtime\rendercore\private\renderingthread.cpp:417]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\matthew.clark_compat\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

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Fixed
ComponentUE - Rendering
Affects Versions4.104.11
Target Fix4.11
Fix Commit2879685
Main Commit2905127
CreatedDec 9, 2015
ResolvedFeb 24, 2016
UpdatedMay 2, 2018