Description

Generated from CrashReporter

Steps to Reproduce
  • Sync QAGame
  • Run editor with -dx12
  • Open TM-LPV or any level with tessellation materials
  • Drag a point light into the scene
Callstack
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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Fixed
ComponentRendering - RHI
Affects Versions4.22
Target Fix4.23
Fix Commit7784852
CreatedFeb 15, 2019
ResolvedAug 6, 2019
UpdatedAug 7, 2019