I’m getting some crashing in 5.3.1 when switching GPULM to “non realtime” mode. This only seems to happen in certain levels. I haven’t been able to isolate the reason why.
I first noticed this problem after building from source. However, I am having the same issue in the stock launcher version of 5.3.1
Below is the error code from that.
LoginId:608005f64bf25940b944428ed3a3687d
EpicAccountId:737accaa1fba4fa1b31a0f211b85d9c6
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000078
UnrealEditor_RenderCore!FRDGParameterStruct::EnumerateUniformBuffers<`FRDGParameterStruct::Enumerate<`FRDGUserValidation::ValidateAddPass'::`2'::<lambda_8> >'::`2'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:50]
UnrealEditor_RenderCore!FRDGParameterStruct::Enumerate<`FRDGUserValidation::ValidateAddPass'::`2'::<lambda_8> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:13]
UnrealEditor_RenderCore!FRDGParameterStruct::EnumerateUniformBuffers<`FRDGParameterStruct::Enumerate<`FRDGUserValidation::ValidateAddPass'::`2'::<lambda_8> >'::`2'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:50]
UnrealEditor_RenderCore!FRDGParameterStruct::Enumerate<`FRDGUserValidation::ValidateAddPass'::`2'::<lambda_8> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:13]
UnrealEditor_RenderCore!FRDGUserValidation::ValidateAddPass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:942]
UnrealEditor_RenderCore!FRDGBuilder::SetupParameterPass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2426]
UnrealEditor_GPULightmass!FRDGBuilder::AddPass<GPULightmass::FLightmapGBufferPassParameters,`GPULightmass::FLightmapRenderer::Finalize'::`323'::<lambda_16> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:313]
UnrealEditor_GPULightmass!GPULightmass::FLightmapRenderer::Finalize() [D:\build\++UE5\Sync\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\LightmapRenderer.cpp:2309]
UnrealEditor_GPULightmass!GPULightmass::FLightmapRenderer::BackgroundTick() [D:\build\++UE5\Sync\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\LightmapRenderer.cpp:3796]
UnrealEditor_GPULightmass!GPULightmass::FSceneRenderState::BackgroundTick() [D:\build\++UE5\Sync\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\Scene\Scene.cpp:1668]
UnrealEditor_GPULightmass!TEnqueueUniqueRenderCommandType<`GPULightmass::FScene::BackgroundTick'::`31'::BackgroundTickRenderThreadName,`GPULightmass::FScene::BackgroundTick'::`31'::<lambda_2> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_GPULightmass!TGraphTask<TEnqueueUniqueRenderCommandType<`GPULightmass::FScene::BackgroundTick'::`31'::BackgroundTickRenderThreadName,`GPULightmass::FScene::BackgroundTick'::`31'::<lambda_2> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Anyone else having a similar issue?
I have the best luck, clearly