BUG


BUG, How to solved?

Hey there @luluonline! Welcome back to the community! Did this occur while dragging the window off? Does the issue persist after the engine restart?

If not could you try Edit->Project settings and drag the window over it?

Did this occur while dragging the window off?
(No, at all time)

Does the issue persist after the engine restart?
(Yes)

If not could you try Edit->Project settings and drag the window over it?
(still could not, and crash)

UECC-Windows-6B0BE30E47D53345A3528FA4DF77FA5E_0000.rar (177.0 KB)

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010

nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12Core
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
NahimicOSD
UnrealEditor_D3D12RHI!FD3D12Viewport::PresentChecked() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:639]
UnrealEditor_D3D12RHI!FD3D12Viewport::Present() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:739]
UnrealEditor_D3D12RHI!FD3D12CommandContextBase::RHIEndDrawingViewport() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:939]
UnrealEditor_RHI!FRHICommand<FRHICommandEndDrawingViewport,FRHICommandEndDrawingViewportString2035>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:855]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:438]
UnrealEditor_RHI!<lambda_d9c5c35f8ce97cb91cdbe1d4918d55a5>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:744]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:332]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Ahhhh so it’s probably part of the same driver issues I’ve seen around for 5.03, so there’s a visual driver called nvwgf2umx.dll and it’s been the root of lots of problems in DX12. First thing we’re going to try to see if it’s all RHI’s or just DX12 is to swap down to DX11 and verify your hardware.

May I know your full specs?

And you can follow this tutorial to change your RHI (basically your target renderer) from DirectX12 to DirectX11. If this works then we can try to alleviate the driver issue and possibly correct it depending on your hardware.

Follow the track that is for editing the config file. Once that’s done, test Unreal and let me know if the tearing is corrected, then we can move forward with some targeted fixes if possible!

thanks, it work

Fantastic! Though this is only a workaround for now. You won’t be able to use Lumen or Nanite geometry on DX11. So if you need Lumen or Nanite we may need to dig around and find more info to possibly fix the tearing.

Bonus tip: If you’re using an Nvidia GPU, you may be able to get better performance out of changing from Game Ready drivers to Studio drivers.

OKay, got it and thanks for your help.

And I find NVIDIA GPU MFAA and FXAA need to off

Oh did that correct the tearing when on DX12 or was it necessary even on DX11?