Callstack is garbage past D3D12 calls but logging for visibility.
Generated from CrashReporter
Only reproducible in some RTX laptops. Fixed using a workaround, waiting for drivers that actually fix this in the right way.
nvwgf2umx!3f800000 + 2ac896 nvwgf2umx!3f800000 + 40e851 nvwgf2umx!3f800000 + 3c6ef3 nvwgf2umx!3f800000 + 238fbf nvwgf2umx!3f800000 + 238db8 d3d12!fe8f0000 + 12a791 d3d12!fe8f0000 + 119cf3 dxgi!83b00000 + 71f69 dxgi!83b00000 + 565b dxgi!83b00000 + 52a0 dxgi!83b00000 + 1aa72 dxgi!83b00000 + 19b56 dxgi!83b00000 + 49df UE4Editor-D3D12RHI!FD3D12Viewport::PresentChecked(int) [D3D12Viewport.cpp:492] UE4Editor-D3D12RHI!FD3D12Viewport::Present(bool) [D3D12Viewport.cpp:728] UE4Editor-D3D12RHI!FD3D12CommandContextBase::RHIEndDrawingViewport(FRHIViewport *,bool,bool) [D3D12Viewport.cpp:873] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:325] UE4Editor-RHI!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type,TRefCountPtr<FGraphEvent> const &) [RHICommandList.cpp:384] UE4Editor-RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> &,ENamedThreads::Type) [TaskGraphInterfaces.h:842] UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:686] UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:582] UE4Editor-RenderCore!FRHIThread::Run() [RenderingThread.cpp:282] UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96] UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53] KERNEL32!862e0000 + 181f4 ntdll!88cb0000 + 6a251
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