the callstack, if it helps:
> UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetShaderResourceViewParameter(FRHIVertexShader * VertexShaderRHI, unsigned int TextureIndex, FRHIShaderResourceView * SRVRHI) Zeile 512 C++ Symbole wurden geladen.
[Inlineframe] UE4Editor-Engine.dll!FRHICommandList::SetShaderResourceViewParameter(FRHIVertexShader * SamplerIndex, unsigned int) Zeile 2553 C++ Symbole wurden geladen.
[Inlineframe] UE4Editor-Engine.dll!SetSRVParameter(FRHICommandList &) Zeile 324 C++ Symbole wurden geladen.
UE4Editor-Engine.dll!FLocalVertexFactoryShaderParameters::SetMesh(FRHICommandList & RHICmdList, FShader * Shader, const FVertexFactory * VertexFactory, const FSceneView & View, const FMeshBatchElement & BatchElement, unsigned int DataFlags) Zeile 63 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FMeshMaterialShader::SetMesh<FRHIVertexShader * __ptr64>(FRHICommandList & RHICmdList, FRHIVertexShader * const ShaderRHI, const FVertexFactory * VertexFactory, const FSceneView & View, const FPrimitiveSceneProxy * Proxy, const FMeshBatchElement & BatchElement, const FDrawingPolicyRenderState & DrawRenderState, unsigned int DataFlags) Zeile 511 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicyShaderParametersType>::SetMesh(FRHICommandList & RHICmdList, const FVertexFactory * VertexFactory, const FSceneView & View, const FPrimitiveSceneProxy * Proxy, const FMeshBatch & Mesh, const FMeshBatchElement & BatchElement, const FDrawingPolicyRenderState & DrawRenderState) Zeile 31 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetMeshRenderState(FRHICommandList & RHICmdList, const FViewInfo & View, const FPrimitiveSceneProxy * PrimitiveSceneProxy, const FMeshBatch & Mesh, int BatchElementIndex, FDrawingPolicyRenderState & DrawRenderState, const TBasePassDrawingPolicy<FUniformLightMapPolicy>::ElementDataType & ElementData, const FMeshDrawingPolicy::ContextDataType PolicyContext) Zeile 1219 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FDrawTranslucentMeshAction::Process<FUniformLightMapPolicy>(FRHICommandList & RHICmdList, const FProcessBasePassMeshParameters & Parameters, const FUniformLightMapPolicy & LightMapPolicy, const FLightCacheInterface * const & LightMapElementData) Zeile 483 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!ProcessBasePassMesh<FDrawTranslucentMeshAction>(FRHICommandList & RHICmdList, const FProcessBasePassMeshParameters & Parameters, FDrawTranslucentMeshAction && Action) Zeile 1578 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FTranslucencyDrawingPolicyFactory::DrawMesh(FRHICommandList & RHICmdList, const FViewInfo & View, FTranslucencyDrawingPolicyFactory::ContextType DrawingContext, const FMeshBatch & Mesh, const unsigned __int64 & BatchElementMask, const FDrawingPolicyRenderState & DrawRenderState, bool bPreFog, const FPrimitiveSceneProxy * PrimitiveSceneProxy, FHitProxyId HitProxyId) Zeile 557 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FTranslucencyDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList & RHICmdList, const FViewInfo & View, FTranslucencyDrawingPolicyFactory::ContextType DrawingContext, const FMeshBatch & Mesh, bool bPreFog, const FDrawingPolicyRenderState & DrawRenderState, const FPrimitiveSceneProxy * PrimitiveSceneProxy, FHitProxyId HitProxyId) Zeile 603 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FTranslucentPrimSet::RenderPrimitive(FRHICommandList & RHICmdList, const FViewInfo & View, const FDrawingPolicyRenderState & DrawRenderState, FPrimitiveSceneInfo * PrimitiveSceneInfo, const FPrimitiveViewRelevance & ViewRelevance, const FProjectedShadowInfo * TranslucentSelfShadow, ETranslucencyPass::Type TranslucencyPass) Zeile 807 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FTranslucentPrimSet::DrawPrimitives(FRHICommandListImmediate & RHICmdList, const FViewInfo & View, const FDrawingPolicyRenderState & DrawRenderState, FDeferredShadingSceneRenderer & Renderer, ETranslucencyPass::Type TranslucencyPass) Zeile 780 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderViewTranslucency(FRHICommandListImmediate & RHICmdList, const FViewInfo & View, const FDrawingPolicyRenderState & DrawRenderState, ETranslucencyPass::Type TranslucencyPass) Zeile 1060 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucency(FRHICommandListImmediate & RHICmdList, ETranslucencyPass::Type TranslucencyPass) Zeile 1276 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Zeile 1314 C++ Symbole wurden geladen.
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Zeile 2749 C++ Symbole wurden geladen.