Crash on project startup -DX12/-D3D12

UE4Editor crashes when a project almost finishes loading. Tested on a new blueprint project and existing Third Person C++ project. Gives the same crash log. Attached should be the logs folder within the Saved directory for my existing project. I cleared out the folder and reproduced the crash so the logs should only contain the one failed startup.

Logs

DXDiag

MachineId:D7F5BE4C4E544041A18622A429E8FE84
EpicAccountId:c2148f7c27ff4281b9a1a72fdebc4f78

Unknown exception - code 00000001 (first/second chance not available)

"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Windows\D3D12RHI\Private\D3D12Util.cpp] [Line: 204] 
Hr failed 
 at D:\BuildFarm\buildmachine

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_D3D12RHI!D3D12RHI::VerifyD3D11Result() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12util.cpp:204]
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::Add() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1791]
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::FindGraphicsLowLevel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1748]
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::FindGraphics() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1717]
UE4Editor_D3D12RHI!FD3D12StateCacheBase::ApplyState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1056]
UE4Editor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12commands.cpp:1573]
UE4Editor_Renderer!DrawRectangle() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\scenefilterrendering.cpp:238]
UE4Editor_Renderer!FRCPassPostProcessTemporalAA::Process() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\postprocesstemporalaa.cpp:674]
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:558]
UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:169]
UE4Editor_Renderer!FPostProcessing::Process() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\postprocessing.cpp:1661]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1315]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\scenerendering.cpp:1572]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

On AMD Radeon HD7970 with -DX12 I see a hang in that place.

UE 4.9 release.

Driver: amdxc64.dll

Company: Advanced Micro Devices, Inc.

Version: 8.18.10.41

Build Time: Thu Jul 16 04:24:51 2015

This is the latest AMD driver. Update driver application from amd.com says so.

See pics.

Hi louie9588 -

Thank you for your help tracking this issue down. I have been able to reproduce the crash and have reported it as UE-20622. As we continue to investigate a solution I will keep you informed here.

Thank You again -

Eric Ketchum

Can you try running with -d3debug also and post the logs here? That will help me narrow it down. Thanks!

I thik it has to do with Distance Fields. In my case the editor works well with projects that have no DF.

Are you on AMD also?

No, I’m on Intel (i7 870) + Nvidia (Gtx 760). Here is my DxDiag, and the log files.

Thanks Bariudol, it’s hitting an assert on DF:
Assertion failed: !Scene->DistanceFieldSceneData.HasPendingOperations() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Renderer\Private\DistanceFieldShadowing

I’ll ask our team to enter a ticket for this so we can look into it.

For reference Bariudol’s issue is entered as UE-21075

I have a similar problem. -D3D12 and -DX12 cause my empty blank C++ project to crash after the first run. That is, it will run fine the first time, but subsequent executions of “MyProject.exe -D3D12” will throw a Fatal Exception. Attached is a zip file with my DxDiag, crash dumps, logs, config files, and any other relevant information I can think of.

I should note that MyProject-Editor.exe works fine, it’s only the client that has this issue.

Thanks Bleakwise, I’ll try to get some info as to why you got that crash!

Is there a way you can send the callstack as well as try running with -d3debug so we can get more info? Also a copy of the outputlog from visual studio while you’re at it :slight_smile:

Are there any news on this issues?

4.11 has tons of changes for stability/perf on D3D12. If you have a chance try out the 4.11 preview!