Licensee reported that is caused by missing ECVF_RenderThreadSafe flag in these console variable definitions.
r.RayTracing.Shadows
r.RayTracing.AmbientOcclusion
r.RayTracing.Reflections
Here is a screenshot of the debugger when it crashed.
[Image Removed]
> UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderRayTracingReflections(FRDGBuilder & GraphBuilder, const FSceneTextureParameters & SceneTextures, const FViewInfo & View, int SamplePerPixel, float ResolutionFraction, IScreenSpaceDenoiser::FReflectionsInputs * OutDenoiserInputs) Line 572 C++ Symbols loaded.
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderDeferredReflectionsAndSkyLighting(FRHICommandListImmediate & RHICmdList, TRefCountPtr<IPooledRenderTarget> & DynamicBentNormalAO, TRefCountPtr<IPooledRenderTarget> & VelocityRT, FHairStrandsDatas * HairDatas) Line 704 C++ Symbols loaded.
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 2351 C++ Symbols loaded.
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 3581 C++ Symbols loaded.
[Inline Frame] UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l35::<lambda_ca994b52dcfd379b80fcb1607b30126e>::operator()(FRHICommandListImmediate &) Line 3820 C++ Symbols loaded.
UE4Editor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_ca994b52dcfd379b80fcb1607b30126e> >::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 195 C++ Symbols loaded.
UE4Editor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_ca994b52dcfd379b80fcb1607b30126e> > >::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & NewTasks, ENamedThreads::Type CurrentThread) Line 849 C++ Symbols loaded.
[Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & CurrentThread, ENamedThreads::Type) Line 516 C++ Symbols loaded.
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 692 C++ Symbols loaded.
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 587 C++ Symbols loaded.
UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 341 C++ Symbols loaded.
UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 492 C++ Symbols loaded.
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 86 C++ Symbols loaded.
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 27 C++ Symbols loaded.
kernel32.dll!00007ff9a2c37bd4() Unknown No symbols loaded.
ntdll.dll!00007ff9a2ecce51() Unknown No symbols loaded.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
How would I go about lerping the rotation instead of it snapping when turning (pls dont sue me epic)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-93106 in the post.
2 |
Component | UE - Graphics Features - Lumen |
---|---|
Affects Versions | 4.25 |
Target Fix | 4.25.2 |
Created | May 13, 2020 |
---|---|
Resolved | Jul 13, 2020 |
Updated | Sep 19, 2021 |
7675 - Edstub207 |
7540 - Edstub207 |