Description

Generated from CrashReporter

Error Message:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000088

User message (Aritzia_Bistro.log):

datasmith re-import
Steps to Reproduce

No known steps to reproduce

Callstack
ntdll!3fc80000  + 9c0f4
KERNELBASE!3ce30000  + 38b03
UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1484]
UE4Editor-Core!static `FRunnableThreadWin::GuardedRun'::`1'::filt$0() [WindowsRunnableThread.cpp:38]
VCRUNTIME140!16750000  + e360
ntdll!3fc80000  + a11cf
ntdll!3fc80000  + 6a209
ntdll!3fc80000  + 9fe3e
UE4Editor-D3D12RHI!static void SetRayTracingShaderResources<FD3D12RayTracingLocalResourceBinder>(class FD3D12CommandContext & const, const class FD3D12RayTracingShader *, unsigned int, class FRHITexture * *, unsigned int, class FRHIShaderResourceView * *, unsigned int, class FRHIUniformBuffer * *, unsigned int, class FRHISamplerState * *, unsigned int, class FRHIUnorderedAccessView * *, unsigned int, const void *, class FD3D12RayTracingDescriptorCache & const, struct FD3D12RayTracingLocalResourceBinder & const) [D3D12RayTracing.cpp:3041]
UE4Editor-D3D12RHI!static void SetRayTracingHitGroup(class FD3D12CommandContext & const, class FD3D12RayTracingShaderTable *, class FD3D12RayTracingScene *, class FD3D12RayTracingPipelineState *, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, class FRHIUniformBuffer * *, unsigned int, const void *, unsigned int) [D3D12RayTracing.cpp:3452]
UE4Editor-D3D12RHI!FD3D12CommandContext::RHISetRayTracingHitGroups(FRHIRayTracingScene *,FRHIRayTracingPipelineState *,unsigned int,FRayTracingLocalShaderBindings const *) [D3D12RayTracing.cpp:3472]
UE4Editor-RHI!FRHICommandSetRayTracingBindings::Execute(FRHICommandListBase &) [RHICommandListCommandExecutes.inl:598]
UE4Editor-Renderer!FRHICommand<FRHICommandSetRayTracingBindings,FRHICommandSetRayTracingBindingsString2248>::ExecuteAndDestruct(FRHICommandListBase &,FRHICommandListDebugContext &) [RHICommandList.h:744]
UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:331]
UE4Editor-RHI!?DoTask@FExecuteRHIThreadTask@@QEAAXW4Type@ENamedThreads@@AEBV?$TRefCountPtr@VFGraphEvent@@@@@Z  [RHICommandList.cpp:390]
UE4Editor-RHI!?ExecuteTask@?$TGraphTask@VFExecuteRHIThreadTask@@@@EEAAXAEAV?$TArray@PEAVFBaseGraphTask@@V?$TSizedDefaultAllocator@$0CA@@@@@W4Type@ENamedThreads@@@Z  [TaskGraphInterfaces.h:849]
UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:692]
UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:587]
UE4Editor-RenderCore!FRHIThread::Run() [RenderingThread.cpp:290]
UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:86]
UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:35]
KERNEL32!3e220000  + 17bd4
ntdll!3fc80000  + 6ce51

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-95360 in the post.

0
Login to Vote

Fixed
ComponentUE - Rendering Architecture - RHI
Affects Versions4.244.24.34.25.14.25.3
Target Fix4.26
Fix Commit14627403
Release Commit14627403
CreatedJul 14, 2020
ResolvedNov 2, 2020
UpdatedApr 28, 2021