Description

Generated from CrashReporter

Steps to Reproduce
  1. Open the Editor in DX12
  2. Enabled Ray Tracing
  3. Create a material
  4. Set the Blend Mode to Masked
  5. Add a SpeedTree node set to Leaf and BestPlus
  6. Connect the SpeedTree node to World Position Offset
  7. Add a texture sample and connect it to Base Color
  8. Click Apply

Steps with Project:

  1. Open the attached project
  2. Open the material and connect the texture sample to Base Color
  3. Click Apply

Results:
Crash

Expected:
No Crash

Callstack

 

UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:79]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:71]
UE4Editor-Core!FDebug::AssertFailed(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:440]
UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:418]
UE4Editor-D3D12RHI!FD3D12DescriptorCache::SetConstantBuffers<0>(FD3D12RootSignature const *,FD3D12ConstantBufferCache &,unsigned short const &) [D3D12DescriptorCache.cpp:752]
UE4Editor-D3D12RHI!FD3D12StateCacheBase::ApplyState<0>() [D3D12StateCache.cpp:624]
UE4Editor-D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer *,int,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int) [D3D12Commands.cpp:1571]
UE4Editor-RHI!FRHICommandDrawIndexedPrimitive::Execute(FRHICommandListBase &) [RHICommandListCommandExecutes.inl:224]
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!388d0000  + 181f4
ntdll!3b1f0000  + 6a251

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Fixed
ComponentUE - Rendering Architecture - RHI
Affects Versions4.22
Target Fix4.23
Fix Commit6873201
Main Commit6873202
Release Commit6955818
CreatedApr 12, 2019
ResolvedJun 7, 2019
UpdatedFeb 5, 2020
View Jira Issue