Description

In the Viewport, enabling Wireframe Mode (ALT+2) along with HDR (EyeAdaptation) Visualization crashes the Editor.
I've tested different versions and this issue is not present on 5.0, but it reproduces on every UE version since, up to UE5.7(CL42864112). For that I've marked it as a Regression.

 

Steps to Reproduce

The crash occurs when we enable both Wireframe (ALT+2) and HDR (Eye Adaptation) Visualization at the same time.

Open a blank project
In the Viewport, press Show>Visualize>HDR (Eye Adaptation) (UE5.5 layout, it slightly changed in 5.6)
Now either press Lit and select Wireframe or use the shortcut ALT+2
The engine crashes
The same behavior is shown if we enable Wireframe mode prior and later enable HDR.

Callstack

> UnrealEditor-RenderCore.dll!FRDGBuilder::CreateTexture(const FRDGTextureDesc & Desc, const wchar_t * Name, ERDGTextureFlags Flags) Line 47 C++
UnrealEditor-Renderer.dll!StampDeferredDebugProbeMaterialPS(FRDGBuilder & GraphBuilder, TArrayView<FViewInfo const ,int> Views, const FRenderTargetBindingSlots & BasePassRenderTargets, const FMinimalSceneTextures & SceneTextures) Line 204 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderBasePass(FDeferredShadingSceneRenderer & Renderer, FRDGBuilder & GraphBuilder, TArrayView<FViewInfo,int> InViews, FSceneTextures & SceneTextures, const FDBufferTextures & DBufferTextures, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FRDGTexture * ForwardShadowMaskTexture, FInstanceCullingManager & InstanceCullingManager, bool bNaniteEnabled, FNaniteShadingCommands & NaniteBasePassShadingCommands, const TArrayView<Nanite::FRasterResults,int> & NaniteRasterResults) Line 1260 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 2488 C++
UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 5431 C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l96::<lambda_3>::operator()(FRHICommandListImmediate & RHICmdList) Line 5734 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate &) Line 470 C++
UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1541 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 470 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Line 1710 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1703 C++
UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 634 C++
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 504 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 482 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 779 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 668 C++
UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 317 C++
UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 470 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 159 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
[External Code]

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Unresolved
ComponentUE - Graphics Features
Affects Versions5.15.25.35.45.55.65.7
CreatedMay 29, 2025
UpdatedJun 16, 2025
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