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
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
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]
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.10, 4.11 |
Target Fix | 4.11 |
Created | Dec 9, 2015 |
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Resolved | Feb 24, 2016 |
Updated | May 2, 2018 |