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.
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]