Generated from CrashReporter
UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:418] UE4Editor-D3D12RHI!CreatePipelineStateFromStream(ID3D12PipelineState * &,ID3D12Device2 *,D3D12_PIPELINE_STATE_STREAM_DESC const *,ID3D12PipelineLibrary1 *,wchar_t const *) [WindowsD3D12PipelineState.cpp:672] UE4Editor-D3D12RHI!CreatePipelineStateWrapper<GraphicsPipelineCreationArgs_POD> [WindowsD3D12PipelineState.cpp:705] UE4Editor-D3D12RHI!FD3D12PipelineStateCache::OnPSOCreated(FD3D12PipelineState *,FD3D12LowLevelGraphicsPipelineStateDesc const &) [WindowsD3D12PipelineState.cpp:124] UE4Editor-D3D12RHI!UE4Function_Private::TFunctionRefCaller<<lambda_9f581b56afde089ae478892a6922d26d>,void __cdecl(FD3D12PipelineState * *,FD3D12LowLevelGraphicsPipelineStateDesc const &) [Function.h:486] UE4Editor-D3D12RHI!FD3D12PipelineStateCacheBase::AddToLowLevelCache(FD3D12LowLevelGraphicsPipelineStateDesc const &,FD3D12PipelineState * *,TFunction<void > const &) [D3D12Pipelinestate.cpp:483] UE4Editor-D3D12RHI!FD3D12PipelineStateCacheBase::CreateAndAdd(FGraphicsPipelineStateInitializer const &,FD3D12RootSignature const *,FD3D12LowLevelGraphicsPipelineStateDesc const &) [D3D12Pipelinestate.cpp:631] UE4Editor-D3D12RHI!FD3D12DynamicRHI::RHICreateGraphicsPipelineState(FGraphicsPipelineStateInitializer const &) [D3D12State.cpp:495] UE4Editor-RHI!PipelineStateCache::GetAndOrCreateGraphicsPipelineState(FRHICommandList &,FGraphicsPipelineStateInitializer const &,EApplyRendertargetOption) [PipelineStateCache.cpp:1015] UE4Editor-RHI!SetGraphicsPipelineState(FRHICommandList &,FGraphicsPipelineStateInitializer const &,EApplyRendertargetOption) [PipelineStateCache.cpp:270] UE4Editor-Renderer!FMeshDrawCommand::SubmitDraw(FMeshDrawCommand const &,FRHIVertexBuffer *,int,unsigned int,FRHICommandList &,FMeshDrawCommandStateCache &) [MeshPassProcessor.cpp:778] UE4Editor-Renderer!SubmitMeshDrawCommandsRange(TArray<FVisibleMeshDrawCommand,TMemStackAllocator<0> > const &,FRHIVertexBuffer *,int,bool,int,int,unsigned int,FRHICommandList &) [MeshPassProcessor.cpp:870] UE4Editor-Renderer!FParallelMeshDrawCommandPass::DispatchDraw(FParallelCommandListSet *,FRHICommandList &) [MeshDrawCommands.cpp:1156] UE4Editor-Renderer!FProjectedShadowInfo::RenderDepthInner(FRHICommandListImmediate &,FSceneRenderer *,TFunctionRef<void >,bool) [ShadowDepthRendering.cpp:1151] UE4Editor-Renderer!FProjectedShadowInfo::RenderDepth(FRHICommandListImmediate &,FSceneRenderer *,TFunctionRef<void >,bool) [ShadowDepthRendering.cpp:1238] UE4Editor-Renderer!FSceneRenderer::RenderShadowDepthMaps(FRHICommandListImmediate &) [ShadowDepthRendering.cpp:1517] UE4Editor-Renderer!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate &) [DeferredShadingRenderer.cpp:1333] UE4Editor-Renderer!RenderViewFamily_RenderThread [SceneRendering.cpp:3100] UE4Editor-Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`27'::EURCMacro_FDrawSceneCommand>::ExecuteTask [TaskGraphInterfaces.h:842] UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:686] UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:582] UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:333] UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:464] UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96] UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53] KERNEL32!abea0000 + 181f4 ntdll!ac260000 + 6a251
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-70147 in the post.
4 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 4.22 |
Target Fix | 4.23 |
Created | Feb 15, 2019 |
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Resolved | Aug 6, 2019 |
Updated | Sep 24, 2019 |