This is a trending crash coming out of 4.18, although it also occurred with less frequency in 4.16 and 4.17. The callstack shares similarities to [Link Removed] and [Link Removed], and the user comment validates this may be caused by rapid Undo operations.
User Descriptions
Source Context
1637 // called should make sure the input is valid, this avoid hidden bugs 1638 ensure(NumPrimitives > 0); 1639 1640 RHI_DRAW_CALL_STATS(PrimitiveType,NumInstances*NumPrimitives); 1641 1642 GPUProfilingData.RegisterGPUWork(NumPrimitives * NumInstances, NumVertices * NumInstances); 1643 1644 CommitGraphicsResourceTables(); 1645 CommitNonComputeShaderConstants(); 1646 1647 // determine 16bit vs 32bit indices 1648 uint32 SizeFormat = sizeof(DXGI_FORMAT); 1649 ***** const DXGI_FORMAT Format = (IndexBuffer->GetStride() == sizeof(uint16) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT); 1650 1651 uint32 IndexCount = GetVertexCountForPrimitiveCount(NumPrimitives,PrimitiveType);
repro steps currently unknown, but possibly related to rapid Undo operations (quick tests have not yielded any results)
Access violation - code c0000005 (first/second chance not available) UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() [d3d11commands.cpp:1650] UE4Editor_Renderer!FMeshDrawingPolicy::DrawMesh() [drawingpolicy.cpp:170] UE4Editor_Renderer!TStaticMeshDrawList<FDepthDrawingPolicy>::DrawElement<2>() [staticmeshdrawlist.inl:210] UE4Editor_Renderer!TStaticMeshDrawList<FDepthDrawingPolicy>::DrawVisibleInner<2>() [staticmeshdrawlist.inl:361] UE4Editor_Renderer!TStaticMeshDrawList<FDepthDrawingPolicy>::DrawVisible() [staticmeshdrawlist.inl:413] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePassView() [depthrendering.cpp:955] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderPrePass() [depthrendering.cpp:1300] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:772] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:2081] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:560] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51909 in the post.