Description

This is a common and longstanding crash that has occurred since at least the 4.15 release and has affected more than 200 users.

User Descriptions

  • after opening a project
  • was just trying to start a project... dont know why it chrashed. it was taking a while to load though too

Source Context

 52       	if(Query->QueryType == RQT_AbsoluteTime)
   53       	{
   54       		// GetTimingFrequency is the number of ticks per second
   55       		uint64 Div = FGPUTiming::GetTimingFrequency() / (1000 * 1000);
   56       
   57       		// convert from GPU specific timestamp to micro sec (1 / 1 000 000 s) which seems a reasonable resolution
   58 ***** 		OutResult = Query->Result / Div;
   59       	}
   60       	else
   61       	{
   62       		OutResult = Query->Result;
   63       	}
   64       	return bSuccess;
   65       }
Steps to Reproduce

repro steps currently unknown

Callstack
Integer divide-by-zero - code c0000094 (first/second chance not available)

UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIGetRenderQueryResult() [d3d11query.cpp:59]
UE4Editor_Engine!FRealtimeGPUProfilerEvent::GatherQueryResults() [sceneutils.cpp:210]
UE4Editor_Engine!FRealtimeGPUProfilerFrame::UpdateStats() [sceneutils.cpp:348]
UE4Editor_Engine!FRealtimeGPUProfiler::EndFrame() [sceneutils.cpp:475]
UE4Editor!`FEngineLoop::Tick'::`30'::EURCMacro_EndFrame::DoTask() [launchengineloop.cpp:3267]
UE4Editor!TGraphTask<`FEngineLoop::Tick'::`30'::EURCMacro_EndFrame>::ExecuteTask() [taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327]
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Fixed
ComponentUE - Graphics Features
Affects Versions4.154.164.17
Target Fix4.18
Fix Commit3626532
Main Commit3635058
Release Commit3643070
CreatedAug 29, 2017
ResolvedSep 5, 2017
UpdatedApr 27, 2018