This is a common crash that has occurred since 4.16 for over 50 users. Unfortunately they have not provided any description of their actions when the crash occurred.
The callstack has similarities to [Link Removed]
Source Context
638 void FD3D11DynamicRHI::RHISetShaderSampler(FPixelShaderRHIParamRef PixelShaderRHI,uint32 SamplerIndex,FSamplerStateRHIParamRef NewStateRHI)
639 {
640 VALIDATE_BOUND_SHADER(PixelShaderRHI);
641
642 FD3D11PixelShader* PixelShader = ResourceCast(PixelShaderRHI);
643 FD3D11SamplerState* NewState = ResourceCast(NewStateRHI);
644
645 ID3D11SamplerState* StateResource = NewState->Resource;
646 ***** StateCache.SetSamplerState<SF_Pixel>(StateResource, SamplerIndex);
647 }
648
649 void FD3D11DynamicRHI::RHISetShaderSampler(FComputeShaderRHIParamRef ComputeShaderRHI,uint32 SamplerIndex,FSamplerStateRHIParamRef NewStateRHI)
650 {
651 //VALIDATE_BOUND_SHADER(ComputeShaderRHI);
652 FD3D11ComputeShader* ComputeShader = ResourceCast(ComputeShaderRHI);
653 FD3D11SamplerState* NewState = ResourceCast(NewStateRHI);
654
655 ID3D11SamplerState* StateResource = NewState->Resource;
656 StateCache.SetSamplerState<SF_Compute>(StateResource, SamplerIndex);
657 }
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHISetShaderSampler() [d3d11commands.cpp:647] UE4Editor_Engine!FSimpleElementPS::SetParameters() [simpleelementshaders.cpp:90] UE4Editor_Engine!FSimpleElementGammaBasePS::SetParameters() [simpleelementshaders.cpp:123] UE4Editor_Engine!FBatchedElements::PrepareShaders() [batchedelements.cpp:722] UE4Editor_Engine!FBatchedElements::Draw() [batchedelements.cpp:1166] UE4Editor_Engine!FCanvasBatchedElementRenderItem::Render_RenderThread() [canvas.cpp:398] UE4Editor_Engine!FCanvas::Flush_RenderThread() [canvas.cpp:710] UE4Editor_Engine!FDebugCanvasDrawer::DrawRenderThread() [debugcanvas.cpp:196] UE4Editor_SlateRHIRenderer!FSlateRHIRenderingPolicy::DrawElements() [slaterhirenderingpolicy.cpp:1124] UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [slaterhirenderer.cpp:749] UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_43e86ee7c51f39979e9a39d40b280024> > >::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:650] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:559] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:325] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:459] 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-50111 in the post.