GPU Crash when using Debug Draw in 5.3.1

I’m developing a game using an Oculus Quest 2 with the VR Template as the starting point. Whenever I use any debug draw feature, whether its a Draw Debug Line Node or even the debug option in any Line Trace node, it breaks. I get a different result depending on the DirectX version I’m on.

On DirectX 12, the editor crashes with a “GPU Crashed or D3D Device Removed” message. This happens regardless of whether I’m in VR or not.

When I use DirectX 11 though, instead of the gpu crash, the left eye is black and the right eye is stuck on the first frame of the game. If I play without VR it just freezes on the first frame of the game. No crash though.

The project was created in 5.3.1 and I do not recall changing any rendering or platform settings other than DirectX version for testing this issue. Other projects I create in 5.3.1 do not have this issue.

I’ve had this issue very early in the project and I’ve had to avoid using debug draw the whole time because of this.

Debug Draw Line Node
Crash

1 Like

Exact same issue here.
Windows 11, NVidia 1080Ti with the latest game ready driver 537.42

We are seeing a similar issue with a C++ project. Once a DrawDebugLine/Point is called rendering to render targets (USceneCaptureComponent2D) fails.

For me, it happens only with Forward Shading AND when using MSAA as the antialiasing method, both on DirectX 11/12 and on Android Vulkan. When having disabled MSAA debug drawing (and other stuff based on it like showdebug abilitysystem) works fine.

This only happens in 5.3, it works properly in 5.2 even with MSAA enabled.

2 Likes

I encountered the same bug. And the only way I could find to make it work is to turn off Android preview and then test the debug draw.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.