Failed to create shader resource view for buffer

Hello, i have a problem with a dx11 packaged project that works fine in dx12 instead, the more noticeable line in the log it’s the final line:

[2023.07.14-23.41.52:146][624]LogD3D11RHI: Error: Failed to create shader resource view for buffer: ByteWidth=1596 NumElements=798 Format=R16_UINT
[2023.07.14-23.41.52:146][624]LogD3D11RHI: Error: Direct3DDevice->CreateShaderResourceView failed with error E_INVALIDARG
at D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11UAV.cpp:210

I have a trigger to spawn a propagating fire actor, i have a custom material that i’m using in all the niagara emitters around the map, a pretty simple masked one.
The game crash after short time the spawn it’s called, no matter if the flames are in view or none. If i don’t spawn it the game don’t crash.
I have a culling on most lights and particles, a direct visibility shouldn’t be the issue since it happen no matter the particles are in view or on the other side of the map completely culled.

It happen in dx11 only, the dx12 version works perfectly fine.

I’m at a loss since i don’t even know what it means and what a Shader Resources view it’s, someone can help me?

Think i found the problem, at least the “what” but i’m only guessing the “why”.
As i said i have some child actors from a master one, as you can see in one of the pics from my previous post about the invisible particles, were i select a different static mesh at need.
Two of those aren’t instanced but by themselseves because i made a SetStaticMesh at start were i randomly choose a variation of the mesh from the library, like three sligthly different roof borders.
But since i have a niagara component attached that should engulf the mesh in flames, and having alredy a mesh selected, probably when the game started and it choose another one, when it’s time for the Niagara particles to activate they don’t find the same mesh that were originally attached in the blueprint and lead to a crash.
i removed those two actors and the crashes stopped.

It was strange by the way that the Dx12 wasn’t affected at all and never crashed.

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