Description

No user comments in crash group

  500       void FD3D11DynamicRHI::RHISetShaderResourceViewParameter(FVertexShaderRHIParamRef VertexShaderRHI,uint32 TextureIndex,FShaderResourceViewRHIParamRef SRVRHI)
  501       {
  502       	VALIDATE_BOUND_SHADER(VertexShaderRHI);
  503       
  504       	FD3D11ShaderResourceView* SRV = ResourceCast(SRVRHI);
  505       
  506       	FD3D11BaseShaderResource* Resource = nullptr;
  507       	ID3D11ShaderResourceView* D3D11SRV = nullptr;
  508       	
  509       	if (SRV)
  510       	{
  511 ***** 		Resource = SRV->Resource;
  512       		D3D11SRV = SRV->View;
  513       	}
  514       
  515       	SetShaderResourceView<SF_Vertex>(Resource, D3D11SRV, TextureIndex, NAME_None);
  516       }
Steps to Reproduce

No known steps to reproduce

Callstack
Access violation - code c0000005 (first/second chance not available)

UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHISetShaderResourceViewParameter() [d3d11commands.cpp:512]
UE4Editor_Engine!FLocalVertexFactoryShaderParameters::SetMesh() [localvertexfactory.cpp:63]
UE4Editor_Renderer!FMeshMaterialShader::SetMesh<FRHIVertexShader * __ptr64>() [shaderbaseclasses.cpp:511]
UE4Editor_Renderer!TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicyShaderParametersType>::SetMesh() [basepassrendering.inl:31]
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetMeshRenderState() [basepassrendering.h:1219]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:676]
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:1578]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:709]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [basepassrendering.cpp:1162]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [basepassrendering.cpp:1369]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [basepassrendering.cpp:984]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:989]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:2749]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:331]
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:465]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Fixed
ComponentRendering
Affects Versions4.19
Target Fix4.20
Fix Commit3993923
Main Commit4042226
Release Commit4095966
CreatedMar 27, 2018
ResolvedApr 13, 2018
UpdatedAug 15, 2018