Discovered this while verifying [Link Removed]. Devs informed me of a command line argument that could be used to output D3D11 debug information and using it caused crashes in both //UE4/Main @ CL 3053789 and //UE4/Dev-Rendering @ CL 3052536.
Please see attached video for complete repro if the steps are not clear.
Result: The editor crashes
Expected Result: The Material Domain is successfully changed
Frequency: 5/5
MachineId:326302A14AD7EF0BE6D3AB9D4CE29945
EpicAccountId:bf9b6a91fa5e439083feae1b62a34972
Unknown exception - code 0000087a (first/second chance not available)
KERNELBASE
DXGIDebug
D3D11_1SDKLayers
D3D11_1SDKLayers
D3D11_1SDKLayers
D3D11_1SDKLayers
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() [d:\builds\main\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1564]
UE4Editor_Renderer!FMeshDrawingPolicy::DrawMesh() [d:\builds\main\engine\source\runtime\renderer\private\drawingpolicy.cpp:152]
UE4Editor_Renderer!FDecalDrawingPolicyFactory::DrawMesh() [d:\builds\main\engine\source\runtime\renderer\private\compositionlighting\postprocessmeshdecals.cpp:501]
UE4Editor_Renderer!FDecalDrawingPolicyFactory::DrawDynamicMesh() [d:\builds\main\engine\source\runtime\renderer\private\compositionlighting\postprocessmeshdecals.cpp:408]
UE4Editor_Renderer!RenderPrimitive() [d:\builds\main\engine\source\runtime\renderer\private\compositionlighting\postprocessmeshdecals.cpp:532]
UE4Editor_Renderer!RenderMeshDecals() [d:\builds\main\engine\source\runtime\renderer\private\compositionlighting\postprocessmeshdecals.cpp:593]
UE4Editor_Renderer!FRCPassPostProcessDeferredDecals::Process() [d:\builds\main\engine\source\runtime\renderer\private\compositionlighting\postprocessdeferreddecals.cpp:556]
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() [d:\builds\main\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:656]
UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\builds\main\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:211]
UE4Editor_Renderer!FCompositionLighting::ProcessAfterBasePass() [d:\builds\main\engine\source\runtime\renderer\private\compositionlighting\compositionlighting.cpp:369]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\builds\main\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:958]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\builds\main\engine\source\runtime\renderer\private\scenerendering.cpp:1885]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\builds\main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\builds\main\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\builds\main\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\builds\main\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\builds\main\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\builds\main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-33424 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.13 |
Target Fix | 4.14 |
Created | Jul 18, 2016 |
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Resolved | Aug 26, 2016 |
Updated | May 2, 2018 |