Crash in 5.5, 5.6 and 5.7

This is an easy reproduceable crash that I reported in the 5.7 preview but has not been fixed:

  • make a new project with the VR template
  • make a new Niagara system based on the confetti burst emitter
  • open that system in the editor and it will crash

As a workaround you can disable instanced stereo and the crash disappears.

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 733]
Missing uniform buffer at slot 1, stage SF_Vertex. Please check the high level drawing code. Hashes: Vertex: 15FBF792F84DE5CC59972B485241B7D98345D982, Pipeline: D5ABD36AE137D11E56DAA9017EEA167F8F87AEF3.

UnrealEditor_D3D12RHI!FD3D12DescriptorCache::SetRootConstantBuffers() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:733]
UnrealEditor_D3D12RHI!FD3D12StateCache::ApplyState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:618]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIMultiDrawIndexedPrimitiveIndirect() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1328]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitiveIndirect() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1346]
UnrealEditor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitiveIndirect,FRHICommandDrawIndexedPrimitiveIndirectString2186>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1620]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:542]
UnrealEditor_RHI!FRHICommandListExecutor::FTranslateState::Translate() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1096]
UnrealEditor_RHI!FRHICommandListExecutor::FSubmitState::Dispatch'::10’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1043]
UnrealEditor_RHI!FRHICommandListExecutor::FTaskPipe::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:740]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr const &),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:696]
UnrealEditor_RHI!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:518]
UnrealEditor_RHI!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:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:757]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:220]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

Thanks for the report, I was able to reproduce and filed a ticket

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