Whenever I try to capture an image sequence in matinee for one of my projects it crashes at D3D11Viewport.cpp:157, failing a check to see if the FD3D11Viewport’s destructor is in the rendering thread. Video sequences work fine, it’s just PNG, JPG, and BMP that crash.
Tried recording in a different 4.11 project and it worked fine, so something weird seems to have happened to this project in particular. I deleted the Binaries, Saved, and Intermediate folders from the project directory but it still crashes.
Stack trace for the crash is below.
UE4Editor-D3D11RHI.dll!FD3D11Viewport::~FD3D11Viewport() Line 157 C++
[External Code]
UE4Editor-RHI.dll!FRHIResource::Release() Line 51 C++
[External Code]
UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderer::OnWindowDestroyed(const TSharedRef<SWindow,0> & InWindow) Line 387 C++
UE4Editor-Slate.dll!FSlateApplication::PrivateDestroyWindow(const TSharedRef<SWindow,0> & DestroyedWindow) Line 5659 C++
UE4Editor-Slate.dll!FSlateApplication::DestroyWindowsImmediately() Line 2609 C++
UE4Editor-Slate.dll!FSlateApplication::RequestDestroyWindow(TSharedRef<SWindow,0> InWindowToDestroy) Line 2085 C++
UE4Editor-Slate.dll!FSlateApplication::DestroyWindowImmediately(TSharedRef<SWindow,0> WindowToDestroy) Line 2093 C++
UE4Editor-UnrealEd.dll!UEditorEngine::TeardownPlaySession(FWorldContext & PieWorldContext) Line 536 C++
UE4Editor-UnrealEd.dll!UEditorEngine::EndPlayMap() Line 255 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 977 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 370 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2643 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189 C++