Switching over to GPUCompute with Skeletal mesh surface sampling will crash in Vulkan. This does not occur with CPU sims or in D3D. When testing with D3D I would get the same Niagara compile warnings as with Vulkan, but would not crash (See attached log: R423MeshSurface.log).
RESULT
After auto-recompiling Niagara will crash
VkLayer_khronos_validation
VkLayer_khronos_validation
VkLayer_khronos_validation
vulkan_1
UE4Editor_VulkanRHI!FVulkanComputePipelineDescriptorState::InternalUpdateDescriptorSets<1>() [e:\_release4.23\engine\source\runtime\vulkanrhi\private\vulkanpipelinestate.cpp:195]
UE4Editor_VulkanRHI!FVulkanPendingComputeState::PrepareForDispatch() [e:\_release4.23\engine\source\runtime\vulkanrhi\private\vulkanpendingstate.cpp:386]
UE4Editor_VulkanRHI!FVulkanCommandListContext::RHIDispatchComputeShader() [e:\_release4.23\engine\source\runtime\vulkanrhi\private\vulkancommands.cpp:106]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [e:\_release4.23\engine\source\runtime\rhi\private\rhicommandlist.cpp:328]
UE4Editor_RHI!FExecuteRHIThreadTask::DoTask() [e:\_release4.23\engine\source\runtime\rhi\private\rhicommandlist.cpp:387]
UE4Editor_RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [e:\_release4.23\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [e:\_release4.23\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [e:\_release4.23\engine\source\runtime\core\private\async\taskgraph.cpp:583]
UE4Editor_RenderCore!FRHIThread::Run() [e:\_release4.23\engine\source\runtime\rendercore\private\renderingthread.cpp:289]
UE4Editor_Core!FRunnableThreadWin::Run() [e:\_release4.23\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
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2 |
Component | UE - Niagara |
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Affects Versions | 4.23 |
Target Fix | 4.24 |
Created | Sep 17, 2019 |
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Resolved | Oct 23, 2019 |
Updated | Jan 25, 2021 |