One user resolved this issue by setting their GPU to a "balanced" configuration
This crash seems to be related to or a continuation of [Link Removed], where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (so far)
Information is currently limited, however this affects a numbers of users. It is possibly driver or hardware related due to seeming to occur at startup among affected users. One user mentioned their crash went away after setting their GPU to a "balanced" configuration, meaning there may be a workaround.
User Descriptions
Repro steps currently unknown
Fatal error: [Link Removed] [Line: 288] Direct3DDevice->CreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed at D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:441 with error E_INVALIDARG, Size=856x372x1 Format=(0x0000002C), NumMips=1, Flags=D3D11_BIND_DEPTH_STENCIL D3D11_BIND_SHADER_RESOURCE
UE4Editor_D3D11RHI!VerifyD3D11CreateTextureResult() [d3d11util.cpp:276] UE4Editor_D3D11RHI!SafeCreateTexture2D() [d3d11texture.cpp:443] UE4Editor_D3D11RHI!FD3D11DynamicRHI::CreateD3D11Texture2D<FD3D11BaseTexture2D>() [d3d11texture.cpp:702] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateTexture2D() [d3d11texture.cpp:1021] UE4Editor_RHI!FDynamicRHI::RHICreateTexture2D_RenderThread() [rhicommandlist.cpp:2017] UE4Editor_RHI!FRHICommandListImmediate::CreateTexture2D() [rhicommandlist.h:2985] UE4Editor_Renderer!RHICreateTexture2D() [rhicommandlist.h:3624] UE4Editor_Renderer!RHICreateTargetableShaderResource2D() [rhiutilities.h:459] UE4Editor_Renderer!FRenderTargetPool::FindFreeElement() [rendertargetpool.cpp:325] UE4Editor_Renderer!FRenderingCompositeOutput::RequestSurface() [renderingcompositiongraph.cpp:1050] UE4Editor_Renderer!FRCPassPostProcessSelectionOutlineColor::Process() [postprocessselectionoutline.cpp:45] UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() [renderingcompositiongraph.cpp:687] UE4Editor_Renderer!FRenderingCompositePassContext::Process() [renderingcompositiongraph.cpp:219] UE4Editor_Renderer!FPostProcessing::Process() [postprocessing.cpp:1964] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:1260] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1728] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:701] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:325] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:459] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43503 in the post.