Changing the screen settings to Fullscreen through code or blueprints results in a crash. This only happens in the source version of 4.23 and does not occur in the binary version of 4.23. I have attached the set up used to reproduce the bug.
1. Grab a 4.23 build from P4V or Github
2. Create a new c++ or BP project.
3. Create a gamemode blueprint and set it as the active game mode in the project. ( you can use any method to change the screen settings you wish, this was just the set up I used to repro)
4. In the gamemode BP, create a custom event to change the screenmode to Fullscreen Mode
5. Add a 3 second delay to begin play, then call the custom event from the delay.
6. Compile and play the game from "Standalone Game"
Results: The game crashes when changing screen modes from a source build of 4.23.
Expected: Screen settings to change without issue.
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Assertion failed: [Link Removed] [Line: 249] Result failed at E:/Release_4.23/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:368 with error DXGI_ERROR_INVALID_CALL
UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [e:\release_4.23\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [e:\release_4.23\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [e:\release_4.23\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::AssertFailed() [e:\release_4.23\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]
UE4Editor_D3D11RHI!VerifyD3D11Result() [e:\release_4.23\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:249]
UE4Editor_D3D11RHI!FD3D11Viewport::PresentChecked() [e:\release_4.23\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:369]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [e:\release_4.23\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:679]
UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [e:\release_4.23\engine\source\runtime\rhi\private\rhicommandlist.cpp:1515]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [e:\release_4.23\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:1008]
UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_076ca5c89cb03ad0d8e3fd21b4a903a2> > >::ExecuteTask() [e:\release_4.23\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [e:\release_4.23\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [e:\release_4.23\engine\source\runtime\core\private\async\taskgraph.cpp:583]
UE4Editor_RenderCore!RenderingThreadMain() [e:\release_4.23\engine\source\runtime\rendercore\private\renderingthread.cpp:340]
UE4Editor_RenderCore!FRenderingThread::Run() [e:\release_4.23\engine\source\runtime\rendercore\private\renderingthread.cpp:471]
UE4Editor_Core!FRunnableThreadWin::Run() [e:\release_4.23\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
UE-81742 DXGI_ERROR_INVALID_CALL
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-81742 in the post.
72 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 4.23 |
Target Fix | 4.23.2 |
Fix Commit | 9839959 |
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Created | Oct 11, 2019 |
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Resolved | Oct 25, 2019 |
Updated | Dec 2, 2019 |