> UnrealEditor-RHICore.dll!UE::RHICore::ValidateStaticUniformBuffer(FRHIUniformBuffer * UniformBuffer, unsigned char Slot, unsigned int ExpectedHash) Line 56 C++
[Inline Frame] UnrealEditor-D3D11RHI.dll!UE::RHICore::ApplyStaticUniformBuffers(FD3D11DynamicRHI * Shader, FD3D11VertexShader * Slots, const TArray<unsigned char,TSizedDefaultAllocator<32>> & LayoutHashes, const TArray<unsigned int,TSizedDefaultAllocator<32>> & UniformBuffers, const TArray<FRHIUniformBuffer *,TSizedDefaultAllocator<32>> &) Line 34 C++
[Inline Frame] UnrealEditor-D3D11RHI.dll!FD3D11DynamicRHI::ApplyStaticUniformBuffers(FD3D11VertexShader * Shader) Line 905 C++
UnrealEditor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetGraphicsPipelineState(FRHIGraphicsPipelineState * GraphicsState, unsigned int StencilRef, bool bApplyAdditionalState) Line 193 C++
[Inline Frame] UnrealEditor-RHI.dll!FRHICommandList::SetGraphicsPipelineState(FGraphicsPipelineState *) Line 3420 C++
UnrealEditor-RHI.dll!SetGraphicsPipelineState(FRHICommandList & RHICmdList, const FGraphicsPipelineStateInitializer & Initializer, unsigned int StencilRef, EApplyRendertargetOption ApplyFlags, bool bApplyAdditionalState) Line 356 C++
UnrealEditor-Renderer.dll!FMeshDrawCommand::SubmitDrawBegin(const FMeshDrawCommand & MeshDrawCommand, const Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & GraphicsMinimalPipelineStateSet, FRHIBuffer * ScenePrimitiveIdsBuffer, int PrimitiveIdOffset, unsigned int InstanceFactor, FRHICommandList & RHICmdList, FMeshDrawCommandStateCache & StateCache) Line 1055 C++
UnrealEditor-Renderer.dll!FMeshDrawCommand::SubmitDraw(const FMeshDrawCommand & MeshDrawCommand, const Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & GraphicsMinimalPipelineStateSet, FRHIBuffer * ScenePrimitiveIdsBuffer, int PrimitiveIdOffset, unsigned int InstanceFactor, FRHICommandList & RHICmdList, FMeshDrawCommandStateCache & StateCache, FRHIBuffer * IndirectArgsOverrideBuffer, unsigned int IndirectArgsOverrideByteOffset) Line 1244 C++
UnrealEditor-Renderer.dll!FInstanceCullingContext::SubmitDrawCommands(const TArray<FVisibleMeshDrawCommand,TMemStackAllocator<0>> & VisibleMeshDrawCommands, const Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & GraphicsMinimalPipelineStateSet, const FMeshDrawCommandOverrideArgs & OverrideArgs, int StartIndex, int NumMeshDrawCommands, unsigned int InInstanceFactor, FRHICommandList & RHICmdList) Line 1331 C++
UnrealEditor-Renderer.dll!FParallelMeshDrawCommandPass::DispatchDraw(FParallelCommandListSet * ParallelCommandListSet, FRHICommandList & RHICmdList, const FInstanceCullingDrawParams * InstanceCullingDrawParams) Line 1446 C++
UnrealEditor-Renderer.dll!LumenTranslucencyReflectionsMarkUsedProbes::__l2::<lambda>(FRHICommandListImmediate & RHICmdList) Line 347 C++
UnrealEditor-Renderer.dll!TRDGLambdaPass<FLumenTranslucencyRadianceCacheMarkParameters,void <lambda>(FRHICommandListImmediate &)>::Execute(FRHIComputeCommandList & RHICmdList) Line 564 C++
UnrealEditor-RenderCore.dll!FRDGBuilder::ExecutePass(FRDGPass * Pass, FRHIComputeCommandList & RHICmdListPass) Line 2447 C++
UnrealEditor-RenderCore.dll!FRDGBuilder::Execute() Line 1635 C++
UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 4093 C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l61::<lambda>(FRHICommandListImmediate & RHICmdList) Line 4342 C++
[Inline Frame] UnrealEditor-Renderer.dll!EnqueueUniqueRenderCommand(FRendererModule::BeginRenderingViewFamily::__l61::void <lambda>(FRHICommandListImmediate &) &&) Line 254 C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 4332 C++
UnrealEditor-UnrealEd.dll!FEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 3992 C++
UnrealEditor-Engine.dll!FViewport::Draw(bool bShouldPresent) Line 1602 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::UpdateSingleViewportClient(FEditorViewportClient * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement) Line 2263 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1945 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 485 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5229 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 62 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 186 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330 C++
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++
UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!BaseThreadInitThunk() Unknown
ntdll.dll!RtlUserThreadStart() Unknown