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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-383023 in the post.
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| Component | UE - Rendering - Architecture - RHI |
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| Affects Versions | 5.8 |
| Created | Jun 4, 2026 |
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| Updated | Jun 4, 2026 |