Thanks for info. If it only crashes with skeletal meshes that could be an area to focus on and see what about those meshes might be causing it. However, I spoke to my colleagues and one thing that was pointed out is the logs indicate
Error: Result failed
at D:\Townfall\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:554
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_REMOVED
This could be caused by a runtime error, and because it happened during Present() there could be other causes including:
- OS version
- whether it’s a virtual machine or not
- DLSS
- anything that hooks the swapchain (e.g. OBS, Rivatuner, Discord etc.)
When the error isn’t an actual GPU hang or crash then Aftermath has nothing to do and that could be why you don’t get a crash dump.
If you’re able to repro the crash with -d3ddebug you might get more relevant error data.
[Attachment Removed]