Steps to Reproduce
  1. Create a landscape that's 8kx8k in a WP map.
  2. Place a material that uses the Landscape layer blend node on it.
  3. Create a layer info for it.
  4. Set CVar: landscape.EditLayersLocalMerge.Enable 1
Callstack
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++

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Fixed
Fix Commit21690039
Main Commit21690039
CreatedAug 15, 2022
ResolvedAug 30, 2022
UpdatedOct 28, 2022