Hello,
Our QA have identified an engine crash during the gameplay of one of our levels (packaged Windows build).
The repro steps have not been identified yet, but I was wondering someone could provide a fix/workaround from the callstack.
I tried to explore the Github, but didn’t find any relevant changelist yet.
LoginId:c375515c46a70cdf0ba8d4860803bb55
EpicAccountId:44a8852637324f0cb9f5dc288bd5936f
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000000
Brimstone!FD3D12DescriptorCache::BuildUAVTable() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:239]
Brimstone!FD3D12StateCache::ApplyResources() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:752]
Brimstone!FD3D12StateCache::ApplyState() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:579]
Brimstone!FD3D12CommandContext::RHIDispatchIndirectComputeShader() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:158]
Brimstone!FRHICommand<FRHICommandDispatchIndirectComputeShader,FRHICommandDispatchIndirectComputeShaderString2038>::ExecuteAndDestruct() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1621]
Brimstone!FRHICommandListBase::Execute() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:524]
Brimstone!FRHICommandListExecutor::FTranslateState::Translate() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1081]
Brimstone!`FRHICommandListExecutor::FSubmitState::Dispatch'::`10'::<lambda_1>::operator()() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1029]
Brimstone!FRHICommandListExecutor::FTaskPipe::Execute() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:725]
Brimstone!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FBaseGraphTask> const &),0> >::ExecuteTask() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:707]
Brimstone!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:528]
Brimstone!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`13'::<lambda_1>,0>::CallAndMove() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
Brimstone!LowLevelTasks::FTask::ExecuteTask() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
Brimstone!LowLevelTasks::FScheduler::ExecuteTask() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:364]
Brimstone!LowLevelTasks::FScheduler::WorkerLoop() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:724]
Brimstone!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator()() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:188]
Brimstone!FThreadImpl::Run() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
Brimstone!FRunnableThreadWin::Run() [D:\Horde\P4\DefaultIntegrationIncr\Sync\TA\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
Thank you very much,
Thomas