Summary
Summary
Random render thread freeze (4+ seconds) in multiplayer with 50+ skeletal mesh characters
and Hardware Ray Tracing enabled (Lumen HW RT, MegaLights, Nanite, DX12).
Details
The render thread hangs at FinalizeGatherRelevantPrimitivesTask.Wait() inside
RayTracing_FinishGatherInstances (RayTracing.cpp:1974).
Unreal Insights profiling shows:
- Foreground workers are NOT saturated — idle gaps between tasks during the entire
4.2s freeze TryRetractAndExecutefails in 300ns — prerequisites appear incompleteOversubscriptiondetected 3 times (4.4ms)- The dependent task never starts despite available workers
- This points to a lost completion signal in the task scheduler — not starvation
The game thread also freezes (blocked in Slate::DrawWindows → GatherWindowElements)
waiting for the render thread.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
- UE 5.7.4, Windows 11, DX12, Hardware Ray Tracing enabled
- Lumen HW RT + MegaLights + Nanite + VSM + DLSS
- 50+ players with skeletal meshes in the same area
- Play normally — random freeze after 20s to 5+ minutes
- Dev builds freeze less frequently (timing-dependent)
Expected Result
FinalizeGatherRelevantPrimitivesTask should complete and not block the render thread.
Observed Result
Disabling RT entirely avoids the codepath but removes all RT visual features.
Platform(s)
PC
