Steps to Reproduce
  1. Download the licensee repro from here - [Link Removed]
  2. Open the project, change view mode from default Lit to Optimization Viewmodes->Shader Complexity
  3. Project should crash immediately (also occurs with -onethread)
Callstack

(with -onethread)

Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\Unreal\UE5_Release-5.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp|file:///D:/UnrealUE5_Release-5.1EngineSourceRuntimeD3D12RHIPrivateD3D12DescriptorCache.cpp] [Line: 609]

A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.

UnrealEditor-D3D12RHI.dll!FD3D12DescriptorCache::SetConstantBuffers<3>(const FD3D12RootSignature * RootSignature, FD3D12ConstantBufferCache & Cache, const unsigned short & SlotsNeededMask) Line 609	C++
UnrealEditor-D3D12RHI.dll!FD3D12StateCache::ApplyResources(const FD3D12RootSignature * const pRootSignature, unsigned int StartStage, unsigned int EndStage) Line 727	C++
UnrealEditor-D3D12RHI.dll!FD3D12StateCache::ApplyState<0>() Line 543	C++
UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHIDrawIndexedPrimitive(FRHIBuffer * IndexBufferRHI, int BaseVertexIndex, unsigned int FirstInstance, unsigned int NumVertices, unsigned int StartIndex, unsigned int NumPrimitives, unsigned int NumInstances) Line 1992	C++
[Inline Frame] UnrealEditor-Renderer.dll!FRHICommandList::DrawIndexedPrimitive(FRHIBuffer * BaseVertexIndex, int NumVertices, unsigned int StartIndex, unsigned int NumInstances, unsigned int) Line 3343	C++
UnrealEditor-Renderer.dll!FMeshDrawCommand::SubmitDrawEnd(const FMeshDrawCommand & MeshDrawCommand, unsigned int InstanceFactor, FRHICommandList & RHICmdList, FRHIBuffer * IndirectArgsOverrideBuffer, unsigned int IndirectArgsOverrideByteOffset) Line 1429	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 1580	C++
UnrealEditor-Renderer.dll!FInstanceCullingContext::SubmitDrawCommands(const TArray<FVisibleMeshDrawCommand,TConcurrentLinearArrayAllocator<FSceneRenderingBlockAllocationTag>> & VisibleMeshDrawCommands, const Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & GraphicsMinimalPipelineStateSet, const FMeshDrawCommandOverrideArgs & OverrideArgs, int StartIndex, int NumMeshDrawCommands, unsigned int InInstanceFactor, FRHICommandList & RHICmdList) Line 1360	C++
UnrealEditor-Renderer.dll!FParallelMeshDrawCommandPass::DispatchDraw(FParallelCommandListSet * ParallelCommandListSet, FRHICommandList & RHICmdList, const FInstanceCullingDrawParams * InstanceCullingDrawParams) Line 1500	C++
[Inline Frame] UnrealEditor-Renderer.dll!TRDGLambdaPass<FDebugViewModePassParameters,void <lambda>(FRHICommandList &)>::ExecuteLambdaFunc(FRHIComputeCommandList &) Line 615	C++
UnrealEditor-Renderer.dll!TRDGLambdaPass<FDebugViewModePassParameters,void <lambda>(FRHICommandList &)>::Execute(FRHIComputeCommandList & RHICmdList) Line 629	C++
UnrealEditor-RenderCore.dll!FRDGBuilder::ExecutePass(FRDGPass * Pass, FRHIComputeCommandList & RHICmdListPass) Line 2853	C++
UnrealEditor-RenderCore.dll!FRDGBuilder::Execute() Line 1844	C++
UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 4389	C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l87::<lambda>(FRHICommandListImmediate & RHICmdList) Line 4653	C++
[Inline Frame] UnrealEditor-Renderer.dll!EnqueueUniqueRenderCommand(FRendererModule::BeginRenderingViewFamilies::__l87::void <lambda>(FRHICommandListImmediate &) &&) Line 267	C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies(FCanvas * Canvas, TArrayView<FSceneViewFamily *,int> ViewFamilies) Line 4645	C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 4502	C++
UnrealEditor-UnrealEd.dll!FEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 4071	C++
UnrealEditor-Engine.dll!FViewport::Draw(bool bShouldPresent) Line 1650	C++
UnrealEditor-UnrealEd.dll!UEditorEngine::UpdateSingleViewportClient(FEditorViewportClient * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement) Line 2305	C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1974	C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 523	C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5365	C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 66	C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 202	C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 233	C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 282	C++
[External Code]	
	

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-166728 in the post.

0
Login to Vote

Fixed
ComponentUE - Graphics Features
Affects Versions5.1
Target Fix5.1
Fix Commit22461560
Main Commit22463654
Release Commit22461560
CreatedOct 11, 2022
ResolvedOct 11, 2022
UpdatedNov 3, 2022