Hello!
We have three builders for building HLODs for one of our projects.
They used to all work flawlessly. Then the project finished, was not touched for a while, and now we’re doing a port to a different platform.
We need to rebuild the HLODs with different settings for this, so I reactivated our TeamCity HLOD build configuration. However, only one of the three builders is now able to fully build the HLODs. On the other two builders, the build process always crashes halfway through with a DXGI_ERROR_DEVICE_REMOVED error. Full error:
LogD3D12RHI: Error: Resource->Map(0, ReadRange, &ResourceBaseAddress) failed
at D:\BuildAgent\work\e31dbb7ced8a18bf\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.h:282
with error DXGI_ERROR_DEVICE_REMOVED
LogD3D12RHI: Error: GPU crash detected:
- Device 0 Removed: DXGI_ERROR_DEVICE_REMOVED
LogRHI: Error: Active GPU breadcrumbs:
Device 0, Pipeline Graphics: (In: 0x800170b0, Out: 0x800170a8)
No breadcrumb nodes found for this queue.
Device 0, Pipeline AsyncCompute: (In: 0x00000000, Out: 0x00000000)
No breadcrumb nodes found for this queue.
LogD3D12RHI: Error: Shader diagnostic messages and asserts:
Device: 0, Queue 3D:
No shader diagnostics found for this queue.
Device: 0, Queue Copy:
No shader diagnostics found for this queue.
Device: 0, Queue Compute:
No shader diagnostics found for this queue.
LogD3D12RHI: Error: DRED: No breadcrumb head found.
LogD3D12RHI: Error: DRED: No PageFault data.
LogD3D12RHI: Error: Video Memory Stats from frame ID 227:
LogD3D12RHI: Error: Local Budget: 64702.85 MB
LogD3D12RHI: Error: Local Used: 6865.26 MB
LogD3D12RHI: Error: System Budget: 0.00 MB
LogD3D12RHI: Error: System Used: 0.00 MB
LogD3D12RHI: Error: GPU Crashed or D3D Device Removed.
Check log for GPU state information.
Took 452,04s to run UnrealEditor-Cmd.exe, ExitCode=3
********** World Partition HLOD Build Command FAILED **********
The breadcrumbs vary a lot between crashes. Sometimes there are none, like above, sometimes there’s quite a lot of output.
Physically, the three build agents are still exactly the same as back when they were all able to build HLODs successfully. They are also identical between each other (same CPU, RAM, etc…). I should also point out that all three builders do NOT have a dedicated GPU, and the build is running through TeamCity, with the agent running as a service - so Unreal is running completely headless.
The only factor I can point to that changed between builds finishing fine a couple of months ago, and them now failing, is that two of the build agents were updated to Windows 11. The one build agent that is still able to complete the build is still on Windows 10.
Any ideas what could be going on here?
Ciao, Daniel!
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