Launching a project outside of the Editor (-game) using D3D12 (-d3d12) results in a crash if the console command VisRT is used in the project.
PREREQUISITES:
This requires a D3D12-capable machine, so use of the Win10 OS is required.
RESULT:
A Windows error message appears stating that the video driver crashed and restarted, and a Crash Reporter window is displayed with the error: Assertion failed: SUCCEEDED(hr) [Link Removed] [Line: 283]
EXPECTED:
The Engine does not crash or cause the video driver to crash.
Assertion failed: SUCCEEDED(hr) [Link Removed] [Line: 283]
UE4Editor_Core!FDebug::AssertFailed() [d:\p4builds\dev-main\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_D3D12RHI!FD3D12Adapter::CreateCommittedResource() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12resources.cpp:285]
UE4Editor_D3D12RHI!FD3D12Adapter::CreateBuffer() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12resources.cpp:350]
UE4Editor_D3D12RHI!FD3D12BuddyAllocator::Initialize() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12allocation.cpp:132]
UE4Editor_D3D12RHI!FD3D12BuddyAllocator::Allocate() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12allocation.cpp:212]
UE4Editor_D3D12RHI!FD3D12BuddyAllocator::TryAllocate() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12allocation.cpp:296]
UE4Editor_D3D12RHI!FD3D12MultiBuddyAllocator::TryAllocate() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12allocation.cpp:516]
UE4Editor_D3D12RHI!FD3D12DynamicHeapAllocator::AllocUploadResource() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12allocation.cpp:867]
UE4Editor_D3D12RHI!FD3D12DynamicRHI::LockBuffer<FD3D12VertexBuffer>() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12buffer.cpp:235]
UE4Editor_D3D12RHI!FD3D12DynamicRHI::RHILockVertexBuffer() [d:\p4builds\dev-main\engine\source\runtime\d3d12rhi\private\d3d12vertexbuffer.cpp:70]
UE4Editor_SlateRHIRenderer!FSlateUpdateVertexAndIndexBuffers::Execute() [d:\p4builds\dev-main\engine\source\runtime\slaterhirenderer\private\slaterhirenderingpolicy.cpp:109]
UE4Editor_SlateRHIRenderer!FRHICommand<FSlateUpdateVertexAndIndexBuffers>::ExecuteAndDestruct() [d:\p4builds\dev-main\engine\source\runtime\rhi\public\rhicommandlist.h:419]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\p4builds\dev-main\engine\source\runtime\rhi\private\rhicommandlist.cpp:255]
UE4Editor_RHI!FExecuteRHIThreadTask::DoTask() [d:\p4builds\dev-main\engine\source\runtime\rhi\private\rhicommandlist.cpp:296]
UE4Editor_RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [d:\p4builds\dev-main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\p4builds\dev-main\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\p4builds\dev-main\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_RenderCore!FRHIThread::Run() [d:\p4builds\dev-main\engine\source\runtime\rendercore\private\renderingthread.cpp:279]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\p4builds\dev-main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
How to achieve HLSL Multiple Render Target in Material blueprints?
Why does the REMOVE method of map container remove elements have memory leaks?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-41631 in the post.
1 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.18 |
Target Fix | 4.24 |
Created | Feb 6, 2017 |
---|---|
Resolved | Nov 25, 2019 |
Updated | Nov 25, 2019 |