This is a common and longstanding crash that has occurred since at least the 4.15 release and has affected more than 200 users.
User Descriptions
Source Context
52 if(Query->QueryType == RQT_AbsoluteTime) 53 { 54 // GetTimingFrequency is the number of ticks per second 55 uint64 Div = FGPUTiming::GetTimingFrequency() / (1000 * 1000); 56 57 // convert from GPU specific timestamp to micro sec (1 / 1 000 000 s) which seems a reasonable resolution 58 ***** OutResult = Query->Result / Div; 59 } 60 else 61 { 62 OutResult = Query->Result; 63 } 64 return bSuccess; 65 }
repro steps currently unknown
Integer divide-by-zero - code c0000094 (first/second chance not available) UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIGetRenderQueryResult() [d3d11query.cpp:59] UE4Editor_Engine!FRealtimeGPUProfilerEvent::GatherQueryResults() [sceneutils.cpp:210] UE4Editor_Engine!FRealtimeGPUProfilerFrame::UpdateStats() [sceneutils.cpp:348] UE4Editor_Engine!FRealtimeGPUProfiler::EndFrame() [sceneutils.cpp:475] UE4Editor!`FEngineLoop::Tick'::`30'::EURCMacro_EndFrame::DoTask() [launchengineloop.cpp:3267] UE4Editor!TGraphTask<`FEngineLoop::Tick'::`30'::EURCMacro_EndFrame>::ExecuteTask() [taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:701] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48989 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.15, 4.16, 4.17 |
Target Fix | 4.18 |
Created | Aug 29, 2017 |
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Resolved | Sep 5, 2017 |
Updated | Apr 27, 2018 |