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Launching the editor with the "-d3ddebug" command line option and then enabling the "LOD Coloration" view mode (under "Lit") results in the following D3D warning:
D3D11 WARNING: ID3D11DeviceContext::PSSetShaderResources: Resource being set to PS shader resource slot 0 is still bound on output! Forcing to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD]
Optionally if you enable -d3dbreakonwarning the result is:
D3D11: *BREAK* enabled for the previous message, which was: [ WARNING STATE_SETTING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD ]
Licensee also reports that this also crashes their video driver although Epic has not reproduced that.
1. Launch QAGame Editor with the -d3ddebug command line option
2. Choose LOD Coloration from the viewport view mode (default Lit)
3. Observe the output log
KernelBase.dll!000007fefd45b3dd() Unknown dxgidebug.dll!000007fef5b9ca23() Unknown d3d11_1sdklayers.dll!000007febb6dbd32() Unknown d3d11_1sdklayers.dll!000007febb6e364a() Unknown d3d11_1sdklayers.dll!000007febb711c1b() Unknown d3d11.dll!000007fef0f332ad() Unknown d3d11.dll!000007fef0ef6bd7() Unknown d3d11_1sdklayers.dll!000007febb6ec158() Unknown > UE4Editor-D3D11RHI-Win64-Debug.dll!FD3D11DynamicRHI::InternalSetShaderResourceView<3>(FD3D11BaseShaderResource * Resource, ID3D11ShaderResourceView * SRV, int ResourceIndex, FD3D11StateCacheBase::ESRV_Type SrvType) Line 214 C++ UE4Editor-D3D11RHI-Win64-Debug.dll!FD3D11DynamicRHI::RHISetShaderTexture(FRHIPixelShader * PixelShaderRHI, unsigned int TextureIndex, FRHITexture * NewTextureRHI) Line 318 C++ UE4Editor-Renderer-Win64-Debug.dll!FRHICommandList::SetShaderTexture<FRHIPixelShader * __ptr64>(FRHIPixelShader * Shader, unsigned int TextureIndex, FRHITexture * Texture) Line 1366 C++ UE4Editor-Renderer-Win64-Debug.dll!FEditorCompositingParameters::SetParameters(FRHICommandList & RHICmdList, const FMaterial & MaterialResource, const FSceneView * View, bool bEnableEditorPrimitveDepthTest, FRHIPixelShader * const ShaderRHI) Line 52 C++ UE4Editor-Renderer-Win64-Debug.dll!TBasePassPixelShaderBaseType<FNoLightMapPolicy>::SetParameters(FRHICommandList & RHICmdList, const FMaterialRenderProxy * MaterialRenderProxy, const FMaterial & MaterialResource, const FViewInfo * View, EBlendMode BlendMode, bool bEnableEditorPrimitveDepthTest, ESceneRenderTargetsMode::Type TextureMode) Line 422 C++ UE4Editor-Renderer-Win64-Debug.dll!TBasePassDrawingPolicy<FNoLightMapPolicy>::SetSharedState(FRHICommandList & RHICmdList, const FViewInfo * View, const FMeshDrawingPolicy::ContextDataType PolicyContext) Line 617 C++ UE4Editor-Renderer-Win64-Debug.dll!FDrawBasePassDynamicMeshAction::Process<FNoLightMapPolicy>(FRHICommandList & RHICmdList, const FProcessBasePassMeshParameters & Parameters, const FNoLightMapPolicy & LightMapPolicy, const FMeshDrawingPolicy::ElementDataType & LightMapElementData) Line 383 C++ UE4Editor-Renderer-Win64-Debug.dll!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>(FRHICommandList & RHICmdList, const FProcessBasePassMeshParameters & Parameters, const FDrawBasePassDynamicMeshAction & Action) Line 992 C++ UE4Editor-Renderer-Win64-Debug.dll!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList & RHICmdList, const FViewInfo & View, FBasePassOpaqueDrawingPolicyFactory::ContextType DrawingContext, const FMeshBatch & Mesh, bool bBackFace, bool bPreFog, const FPrimitiveSceneProxy * PrimitiveSceneProxy, FHitProxyId HitProxyId) Line 444 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassDynamicData(FRHICommandList & RHICmdList, const FViewInfo & View, bool & bOutDirty) Line 436 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassView(FRHICommandListImmediate & RHICmdList, FViewInfo & View) Line 591 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate & RHICmdList) Line 1684 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 1037 C++ UE4Editor-Renderer-Win64-Debug.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 1582 C++ UE4Editor-Renderer-Win64-Debug.dll!`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 1678 C++ UE4Editor-Renderer-Win64-Debug.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 798 C++ UE4Editor-Core-Win64-Debug.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 329 C++ UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasks(int QueueIndex, bool bAllowStall) Line 539 C++ UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 340 C++ UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1094 C++ UE4Editor-RenderCore-Win64-Debug.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 310 C++ UE4Editor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() Line 430 C++ UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 72 C++ UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 23 C++ UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc(void * pThis) Line 67 C++ "D3D11 WARNING: ID3D11DeviceContext::PSSetShaderResources: Resource being set to PS shader resource slot 0 is still bound on output! Forcing to NULL." is reported.
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0 |
Component | UE - Graphics Features |
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Affects Versions | 4.10, 4.11 |
Created | Nov 3, 2015 |
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Resolved | Feb 14, 2017 |
Updated | Apr 27, 2018 |