When the F5 key is pressed during the lunch of the application created by Test configuration, the application will crash. This depends on the project.
No Crash:
Third Person project, ShooterGame
Crashing:
Elemental Demo, Infiltrator Demo
Workaround:
Adding following line in DefaultInput.ini.
[/Script/Engine.PlayerInput]
-DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity")
Result:
Crash project
Expected:
Not occur crash
UE4Game-Win64-Test.exe!FMaterialShader::SetParameters<FRHIPixelShader>(FRHICommandList & RHICmdList, FRHIPixelShader * ShaderRHI, const FMaterialRenderProxy * MaterialRenderProxy, const FMaterial & Material, const FViewInfo & View, const TUniformBufferRef<FViewUniformShaderParameters> & ViewUniformBuffer, ESceneTextureSetupMode SceneTextureSetupMode) Line 348 C++UE4Game-Win64-Test.exe!FMaterialShader::SetParameters<FRHIPixelShader>(FRHICommandList & RHICmdList, FRHIPixelShader * ShaderRHI, const FMaterialRenderProxy * MaterialRenderProxy, const FMaterial & Material, const FViewInfo & View, const TUniformBufferRef<FViewUniformShaderParameters> & ViewUniformBuffer, ESceneTextureSetupMode SceneTextureSetupMode) Line 348 C++UE4Game-Win64-Test.exe!FDeferredDecalPS::SetParameters(FRHICommandList & RHICmdList, const FViewInfo & View, const FMaterialRenderProxy * MaterialProxy, const FDeferredDecalProxy & DecalProxy, const float FadeAlphaValue) Line 130 C++UE4Game-Win64-Test.exe!FDecalRendering::SetShader(FRHICommandList & RHICmdList, FGraphicsPipelineStateInitializer & GraphicsPSOInit, const FViewInfo & View, const FTransientDecalRenderData & DecalData, EDecalRenderStage DecalRenderStage, const FMatrix & FrustumComponentToClip) Line 391 C++UE4Game-Win64-Test.exe!FRCPassPostProcessDeferredDecals::Process(FRenderingCompositePassContext & Context) Line 761 C++UE4Game-Win64-Test.exe!FRenderingCompositionGraph::RecursivelyProcess(const FRenderingCompositeOutputRef & InOutputRef, FRenderingCompositePassContext & Context) Line 825 C++UE4Game-Win64-Test.exe!FRenderingCompositePassContext::Process(const TArray<FRenderingCompositePass *,TSizedDefaultAllocator<32>> & TargetedRoots, const wchar_t * GraphDebugName) Line 271 C++[Inline Frame] UE4Game-Win64-Test.exe!FRenderingCompositePassContext::Process(FRenderingCompositePass * Root, const wchar_t *) Line 107 C++UE4Game-Win64-Test.exe!FCompositionLighting::ProcessAfterBasePass(FRHICommandListImmediate & RHICmdList, FViewInfo & View) Line 594 C++UE4Game-Win64-Test.exe!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 2243 C++UE4Game-Win64-Test.exe!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 3581 C++[Inline Frame] UE4Game-Win64-Test.exe!Trace::FChannel::operator|(const Trace::FChannel &) Line 27 C++[Inline Frame] UE4Game-Win64-Test.exe!FCpuProfilerTrace::FEventScope::{ctor}(unsigned int InSpecId, const Trace::FChannel &) Line 38 C++UE4Game-Win64-Test.exe!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`22'::FDrawSceneCommandName,<lambda_72119f6a5a55b4ff96a3206ebfd61f66>>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 196 C++UE4Game-Win64-Test.exe!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`22'::FDrawSceneCommandName,<lambda_72119f6a5a55b4ff96a3206ebfd61f66>>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) Line 864 C++[Inline Frame] UE4Game-Win64-Test.exe!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 516 C++[Inline Frame] UE4Game-Win64-Test.exe!FNamedTaskThread::ProcessTasksNamedThread(int bAllowStall, bool) Line 692 C++UE4Game-Win64-Test.exe!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 586 C++UE4Game-Win64-Test.exe!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 341 C++UE4Game-Win64-Test.exe!FRenderingThread::Run() Line 473 C++UE4Game-Win64-Test.exe!FRunnableThreadWin::Run() Line 86 C++UE4Game-Win64-Test.exe!FRunnableThreadWin::GuardedRun() Line 35 C++[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-101105 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.25plus |
Target Fix | 4.26 |
Created | Oct 14, 2020 |
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Resolved | Nov 6, 2020 |
Updated | Sep 19, 2021 |