Hi!
Looks like it’s coming from a request to create a vertex buffer with a stride of 44.
[Image Removed]
I’m not sure why the callstack field is never visible to epic folks (I’ve had this problem before- UDN asks for a callstack and then never shows it to people…)
but here it is:
[UnrealEditor-D3D12RHI.dll] FD3D12PoolAllocator::AllocateResource(unsigned int, D3D12_HEAP_TYPE, const FD3D12ResourceDesc &, unsigned long long, unsigned int, ED3D12ResourceStateMode, D3D12_RESOURCE_STATES, const D3D12_CLEAR_VALUE *, const wchar_t *, FD3D12ResourceLocation &) D3D12PoolAllocator.cpp:378 [UnrealEditor-D3D12RHI.dll] FD3D12UploadHeapAllocator::AllocUploadResource(unsigned int, unsigned int, FD3D12ResourceLocation &) D3D12Allocation.cpp:1153 [UnrealEditor-D3D12RHI.dll] FD3D12Adapter::AllocateBuffer(FD3D12Device *, const D3D12_RESOURCE_DESC &, unsigned int, EBufferUsageFlags, ED3D12ResourceStateMode, D3D12_RESOURCE_STATES, unsigned int, FD3D12Buffer *, FD3D12ResourceLocation &, ID3D12ResourceAllocator *, const wchar_t *) D3D12Buffer.cpp:205 [UnrealEditor-D3D12RHI.dll]
FD3D12Adapter::CreateRHIBuffer’::18'::<lambda_1>::operator()(FD3D12Device *,FD3D12Buffer *) D3D12Buffer.cpp:265 [Inlined] [UnrealEditor-D3D12RHI.dll] FD3D12LinkedAdapterObject::CreateLinkedObjects(FRHIGPUMask, const FD3D12Adapter::<lambda_1> &, const <lambda_1> &) D3D12RHICommon.h:207 [Inlined] [UnrealEditor-D3D12RHI.dll] FD3D12Adapter::CreateLinkedObject(FRHIGPUMask, const <lambda_1> &) D3D12Adapter.h:397 [UnrealEditor-D3D12RHI.dll] FD3D12Adapter::CreateRHIBuffer(const D3D12_RESOURCE_DESC &, unsigned int, const FRHIBufferDesc &, ED3D12ResourceStateMode, D3D12_RESOURCE_STATES, bool, const FRHIGPUMask &, ID3D12ResourceAllocator *, const wchar_t *, const FName &, const FName &) D3D12Buffer.cpp:250 [UnrealEditor-D3D12RHI.dll] FD3D12DynamicRHI::CreateD3D12Buffer(FRHICommandListBase *, const FRHIBufferDesc &, ERHIAccess, FRHIResourceCreateInfo &, ID3D12ResourceAllocator *, bool) D3D12Buffer.cpp:473 [Inlined] [UnrealEditor-D3D12RHI.dll] FD3D12DynamicRHI::CreateBuffer(FRHICommandListBase &, const FRHIBufferDesc &, ERHIAccess, FRHIResourceCreateInfo &) D3D12Buffer.cpp:427 [UnrealEditor-D3D12RHI.dll] FD3D12DynamicRHI::RHICreateBuffer(FRHICommandListBase &, const FRHIBufferDesc &, ERHIAccess, FRHIResourceCreateInfo &) D3D12Buffer.cpp:414 [UnrealEditor-RenderCore.dll] FRHICommandListBase::CreateBuffer(unsigned int, EBufferUsageFlags, unsigned int, ERHIAccess, FRHIResourceCreateInfo &) RHICommandList.h:776 [UnrealEditor-RenderCore.dll] FRDGBufferPool::CreateBuffer(FRHICommandListBase &, const FRDGBufferDesc &, unsigned int, const wchar_t *) RenderGraphResourcePool.cpp:185 [UnrealEditor-RenderCore.dll] FRDGBufferPool::FindFreeBuffer(FRHICommandListBase &, const FRDGBufferDesc &, const wchar_t *, ERDGPooledBufferAlignment) RenderGraphResourcePool.cpp:159 [Inlined] [UnrealEditor-RenderCore.dll] FRDGBuilder::AllocatePooledBufferRHI(FRHICommandListBase &, FRDGBuffer *) RenderGraphBuilder.cpp:4410 [UnrealEditor-RenderCore.dll] FRDGBuilder::SubmitBufferUploads(FRHICommandListBase &, UE::Tasks::FTaskEvent *) RenderGraphBuilder.cpp:2666 [Inlined] [UnrealEditor-RenderCore.dll] FRDGBuilder::Execute::__l15::<lambda_3>::operator()(FRHICommandListBase &) RenderGraphBuilder.cpp:1862 [Inlined] [UnrealEditor-RenderCore.dll] FRDGBuilder::AddCommandListSetupTask::__l2::<lambda_1>::operator()() RenderGraphBuilder.inl:691 [UnrealEditor-RenderCore.dll] FRDGBuilder::AddCommandListSetupTask<
FRDGBuilder::Execute’::15'::<lambda_3>,UE::Tasks::Private::FTaskHandle &>(<lambda_3> &&,UE::Tasks::FPipe *,UE::Tasks::Private::FTaskHandle &,ETaskPriority,bool,ERDGSetupTaskWaitPoint) RenderGraphBuilder.inl:703 [Inlined] [UnrealEditor-RenderCore.dll] FRDGBuilder::AddCommandListSetupTask(<lambda_3> &&, UE::Tasks::Private::FTaskHandle &, ETaskPriority, bool, ERDGSetupTaskWaitPoint) RenderGraphBuilder.inl:651 [UnrealEditor-RenderCore.dll] FRDGBuilder::Execute() RenderGraphBuilder.cpp:1860 [UnrealEditor-SlateRHIRenderer.dll] FSlateRHIRenderer::DrawWindows_RenderThread(FRHICommandListImmediate &, TArrayView<…>, TArrayView<…>) SlateRHIRenderer.cpp:1104 [UnrealEditor-SlateRHIRenderer.dll]
FSlateRHIRenderer::DrawWindows_Private’::99'::<lambda_3>::operator()(FRHICommandListImmediate &) SlateRHIRenderer.cpp:1381 [Inlined] [UnrealEditor-RenderCore.dll] UE::Core::Private::Function::TFunctionRefBase::operator()(FRHICommandListImmediate &) Function.h:470 [UnrealEditor-RenderCore.dll]
FRenderThreadCommandPipe::EnqueueAndLaunch’::5'::<lambda_1>::operator()() RenderingThread.cpp:1538 [Inlined] [UnrealEditor-RenderCore.dll] UE::Core::Private::Function::TFunctionRefBase::operator()() Function.h:470 [Inlined] [UnrealEditor-RenderCore.dll] TFunctionGraphTaskImpl::DoTaskImpl(TUniqueFunction<…> &, Type, const TRefCountPtr<…> &) TaskGraphInterfaces.h:1710 [Inlined] [UnrealEditor-RenderCore.dll] TFunctionGraphTaskImpl::DoTask(Type, const TRefCountPtr<…> &) TaskGraphInterfaces.h:1703 [UnrealEditor-RenderCore.dll] TGraphTask::ExecuteTask() TaskGraphInterfaces.h:634 [UnrealEditor-Core.dll] UE::Tasks::Private::FTaskBase::TryExecuteTask() TaskPrivate.h:504 [Inlined] [UnrealEditor-Core.dll] FBaseGraphTask::Execute(TArray<…> &, Type, bool) TaskGraphInterfaces.h:482 [UnrealEditor-Core.dll] FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:780 [UnrealEditor-Core.dll] FNamedTaskThread::ProcessTasksUntilQuit(int) TaskGraph.cpp:668 [UnrealEditor-RenderCore.dll] RenderingThreadMain(FEvent *) RenderingThread.cpp:317 [UnrealEditor-RenderCore.dll] FRenderingThread::Run() RenderingThread.cpp:468 [UnrealEditor-Core.dll] FRunnableThreadWin::Run() WindowsRunnableThread.cpp:156 [UnrealEditor-Core.dll] FRunnableThreadWin::GuardedRun() WindowsRunnableThread.cpp:71