One of the users described this issue as below.
"At seemingly random times while working in the material graph, some action will cause a hitch or freeze, and quickly after the engine will crash, and this happens regularly and soon after opening the same material after the restart."
Users affected: 392
Total occurrences: 645
Last occurrence: December 18th 2024, 10:14:40 am
First occurrence: November 13th 2024, 6:38:56 am
Latest version: ++UE5+Release-5.5-CL-38445549
Platform: Win64 [Windows 11 (23H2) [10.0.22631.4460] 64b]
One of the users described repro steps as below, but I was not able to reproduce it myself.
"create a material, add a few texture objects and use the world aligned texture nodes for the texture objects. Then add some logic to lerp the textures and multiply them. Then navigate the graph, and new nodes, and/or change the logic of the material graph."
UnrealEditor-RHI!FRHIResource::MarkForDelete() [RHIResources.cpp:49] UnrealEditor-Renderer!FFeedbackGPUFencePool::Allocate(FRHICommandList &,int) [VirtualTextureFeedback.cpp:114] UnrealEditor-Renderer!FVirtualTextureFeedback::TransferGPUToCPU(FRHICommandList &,TRefCountPtr<FRHIBuffer> const &,FVirtualTextureFeedbackBufferDesc const &) [VirtualTextureFeedback.cpp:204] UnrealEditor-Renderer!static void ??R<lambda_1>@?1??End@FVirtualTextureFeedbackBuffer@@QEAAXAEAVFRDGBuilder@@@Z@QEBA@UFRDGAsyncTask@@AEAVFRHICommandList@@@Z(struct FRDGAsyncTask, class FRHICommandList & const) [VirtualTextureFeedbackBuffer.cpp:105] UnrealEditor-Renderer!static void ?Execute@?$TRDGLambdaPass@VFEmptyShaderParameters@@V<lambda_1>@?1??End@FVirtualTextureFeedbackBuffer@@QEAAXAEAVFRDGBuilder@@@Z@@@EEAAXAEAVFRHIComputeCommandList@@@Z(class FRHIComputeCommandList & const) [RenderGraphPass.h:703] UnrealEditor-RenderCore!FRDGBuilder::ExecutePass(FRHIComputeCommandList &,FRDGPass *) [RenderGraphBuilder.cpp:3359] UnrealEditor-RenderCore!static void ??R<lambda_2>@?CA@??SetupParallelExecute@FRDGBuilder@@AEAAXAEBV?$TStaticArray@PEAX$07$07@@@Z@QEBA@XZ() [RenderGraphBuilder.cpp:2902] UnrealEditor-RenderCore!UE::Tasks::Private::FTaskBase::TryExecuteTask() [TaskPrivate.h:504] UnrealEditor-RenderCore!class LowLevelTasks::FTask * ?CallAndMove@?$TTaskDelegateImpl@V<lambda_1>@?N@???$Init@V<lambda_1>@?1??0FTaskBase@Private@Tasks@UE@@IEAAXPEB_WW4ETaskPriority@LowLevelTasks@@W4EExtendedTaskPriority@45@W4ETaskFlags@45@@Z@@FTask@LowLevelTasks@@QEAAXPEB_WW4ETaskPriority@3@$$QEAV1?1??Init@FTaskBase@Private@Tasks@UE@@IEAAX01W4EExtendedTaskPriority@89@W4ETaskFlags@89@@Z@W4ETaskFlags@3@@Z@$0A@@?$TTaskDelegate@$$A6APEAVFTask@LowLevelTasks@@_N@Z$0DA@@LowLevelTasks@@UEAAPEAVFTask@3@AEAV23@PEAXI_N@Z [TaskDelegate.h:171] UnrealEditor-Core!LowLevelTasks::FTask::ExecuteTask() [Task.h:627] UnrealEditor-Core!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask *) [Scheduler.cpp:245] UnrealEditor-Core!LowLevelTasks::FScheduler::WorkerLoop(LowLevelTasks::Private::FWaitEvent *,LowLevelTasks::Private::TLocalQueueRegistry<1024,1024>::TLocalQueue *,unsigned int,bool) [Scheduler.cpp:514] UnrealEditor-Core!static void `LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator() [Scheduler.cpp:75] UnrealEditor-Core!FThreadImpl::Run() [Thread.cpp:69] UnrealEditor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:159] UnrealEditor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:79] KERNEL32!7ffa67890000 + 1259d ntdll!7ffa67ed0000 + 5af38
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-234980 in the post.
0 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 5.5.1 |
Target Fix | 5.5.4 |
Fix Commit | 39417933 |
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Created | Dec 18, 2024 |
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Resolved | Jan 23, 2025 |
Updated | Apr 7, 2025 |