Description

With Instanced Stereo Rendering enabled and the Water plugin enabled (default), PSO precaching speculatively compiles WorldGridMaterial × FWaterVertexFactory* permutations for the Runtime Virtual Texture pass. These PSO creations fail at D3D12 with E_INVALIDARG. The failures are non-fatal (precached PSOs that never get drawn), but the D3D12 debug layer logs them continuously.

Removing the Water plugin eliminates the errors entirely. No water assets exist in the level — this is purely the precacher walking the plugin's registered VF permutations against materials in the cook set.

Steps to Reproduce
  1. Create a new UE 5.8 Preview VR project (or any project with Instanced Stereo Rendering enabled).
  2. Confirm the Water plugin is enabled (default).
  3. Cook + run a Development D3D12 SM6 build with -d3ddebug and -emulatestereo.
  4. D3D12 debug layer logs InputLayout failures, and LogRHI reports failed PSO creation for the shader names above.

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Unresolved
CreatedJun 4, 2026
UpdatedJun 4, 2026
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