Hello!
When launching the game, we are in windowed full screen.
If we change to fullscreen and then chaing the resolution, closing the game and starting back the game, we have a crash here :
`…unreal5/Engine/Source/Runtime/D3D12RHI/Private/D3D12Commands.cpp`
In
```
void FD3D12CommandContext::SetRenderTargets(
uint32 NewNumSimultaneousRenderTargets,
const FRHIRenderTargetView* NewRenderTargetsRHI,
const FRHIDepthRenderTargetView* NewDepthStencilTargetRHI
)
```
Here :
```
// Gather the render target views for the new render targets.
FD3D12RenderTargetView* NewRenderTargetViews[MaxSimultaneousRenderTargets];
for (uint32 RenderTargetIndex = 0;RenderTargetIndex < MaxSimultaneousRenderTargets;++RenderTargetIndex)
{
FD3D12RenderTargetView* RenderTargetView = NULL;
if (RenderTargetIndex < NewNumSimultaneousRenderTargets && NewRenderTargetsRHI[RenderTargetIndex].Texture != nullptr)
{
int32 RTMipIndex = NewRenderTargetsRHI[RenderTargetIndex].MipIndex;
int32 RTSliceIndex = NewRenderTargetsRHI[RenderTargetIndex].ArraySliceIndex;
FD3D12Texture* NewRenderTarget = RetrieveTexture(NewRenderTargetsRHI[RenderTargetIndex].Texture);
```
`NewRenderTarget` is `nullptr`.
So this line :
`RenderTargetView = NewRenderTarget->GetRenderTargetView(RTMipIndex, RTSliceIndex);`
crashes the game.
We test `NewRenderTarget` against `nullptr`. Is it the right thing to do?
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