UnrealEditor-D3D12RHI.dll!GetInitialResourceState(const D3D12_RESOURCE_DESC & InDesc) Line 23 C++
UnrealEditor-D3D12RHI.dll!HandleTransientAliasing(FD3D12CommandContext & Context, const FD3D12TransitionData * TransitionData) Line 475 C++
UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHIEndTransitions(TArrayView<FRHITransition const *,int> Transitions) Line 624 C++
UnrealEditor-RHI.dll!FRHICommandEndTransitions::Execute(FRHICommandListBase & CmdList) Line 426 C++
UnrealEditor-RenderCore.dll!FRHICommand<FRHICommandEndTransitions,FRHICommandEndTransitionsString1642>::ExecuteAndDestruct(FRHICommandListBase & CmdList, FRHICommandListDebugContext & Context) Line 851 C++
UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase & CmdList) Line 510 C++
UnrealEditor-RHI.dll!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 572 C++
UnrealEditor-RHI.dll!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1348 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 950 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 760 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 649 C++
UnrealEditor-RenderCore.dll!FRHIThread::Run() Line 325 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++