After further investigation we noticed that the issue is arising from the Instanced Stereo setting. When creating a Vector3 in a new material, building lighting or disabling the Instanced Stereo setting, the engine crashes.
Regression: This issue is not occurring in 4.27 Binary or EA Binary.
Actual Result: Engine instantly crashes after creating a Vector3
Expected Result: Vector3 is created successfully and the engine continues to run smoothly.
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Actual Result: Engine crashes while building lighting with the same callstack.
Expected Result: Engine builds lighting successfully
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Actual Result: Engine crashes when reopening the engine after disabling Instanced Stereo
Expected Result: Engine reopens successfully with Instanced Stereo disabled
Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 729]
UnrealEditor-D3D12RHI!FD3D12DescriptorCache::SetConstantBuffers<0>(FD3D12RootSignature const *,FD3D12ConstantBufferCache &,unsigned short const &) [D3D12DescriptorCache.cpp:729] UnrealEditor-D3D12RHI!FD3D12StateCacheBase::ApplyState<0>() [D3D12StateCache.cpp:648] UnrealEditor-D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive(FRHIBuffer *,int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int) [D3D12Commands.cpp:2080] UnrealEditor-RHI!FRHICommandDrawIndexedPrimitive::Execute(FRHICommandListBase &) [RHICommandListCommandExecutes.inl:214] UnrealEditor-Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1053>::ExecuteAndDestruct(FRHICommandListBase &,FRHICommandListDebugContext &) [RHICommandList.h:768] UnrealEditor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:498] UnrealEditor-RHI!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &) [RHICommandList.cpp:560] UnrealEditor-RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,ENamedThreads::Type,bool) [TaskGraphInterfaces.h:975] UnrealEditor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:753] UnrealEditor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:642] UnrealEditor-Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [TaskGraph.cpp:2115] UnrealEditor-RenderCore!FRHIThread::Run() [RenderingThread.cpp:325] UnrealEditor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:146] UnrealEditor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:76] KERNEL32!7ffab5740000 + 17034 ntdll!7ffab6630000 + 52651
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-148100 in the post.
55 |
Component | UE - Platform - XR |
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Affects Versions | 5.0 |
Target Fix | 5.0.2 |
Created | Apr 4, 2022 |
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Resolved | Apr 22, 2022 |
Updated | Jan 25, 2023 |