When using nullrhi, the Texture->Resource variable in UAsyncTaskDownloadImage::HandleImageRequest is null and a crash occurs in WriteRawToTexture_RenderThread.
Result
The game crushes (see call stack)
UE4Game.exe!FTexture2DDynamicResource::GetTexture2DRHI() Line 81 C++ Symbols loaded. UE4Game.exe!WriteRawToTexture_RenderThread(FTexture2DDynamicResource * TextureResource, TArray<unsigned char,TSizedDefaultAllocator<64>> * RawData, bool bUseSRGB) Line 23 C++ Symbols loaded. UE4Game.exe!TGraphTask<TEnqueueUniqueRenderCommandType<`UAsyncTaskDownloadImage::HandleImageRequest'::`18'::FWriteRawDataToTextureName,<lambda_5b8d6e544bf2cdcf9314ad29dca60d99>>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) Line 852 C++ Symbols loaded. [Inline Frame] UE4Game.exe!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 516 C++ Symbols loaded. UE4Game.exe!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 692 C++ Symbols loaded. UE4Game.exe!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 587 C++ Symbols loaded. UE4Game.exe!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 341 C++ Symbols loaded. UE4Game.exe!FRenderingThread::Run() Line 492 C++ Symbols loaded.
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0 |
Component | UE - Editor - UI Systems |
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Affects Versions | 4.25 |
Target Fix | 4.26 |
Created | Oct 8, 2020 |
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Resolved | Oct 26, 2020 |
Updated | Apr 27, 2021 |