qglinternal::vkCreateFramebuffer

Its not happening in all the devices mostly on adreno and Mali Gpu.

Steps to Reproduce
After the launch of 5.3 build, we are having crash on launch in Android platform. please find the call stack below.

Hi Farhan,

Can you provide the full log so we can get more details?

Best regards.

Here is the complete log file

Hi,

crash happening on this line of this function FVulkanFramebuffer::FVulkanFramebuffer

check(Texture->Image != VK_NULL_HANDLE) we found that in our device profile we are setting +CVars=r.Vulkan.DelayAcquireBackBuffer=0 but in ue5.6 source code its written that we have to use r.Vulkan.DelayAcquireBackBuffer=2 , should we use 1 or 2 in ue5.3 engine.

`EDelayAcquireImageType GVulkanDelayAcquireImage = EDelayAcquireImageType::DelayAcquire;

TAutoConsoleVariable CVarDelayAcquireBackBuffer(
TEXT(“r.Vulkan.DelayAcquireBackBuffer”),
1,
TEXT(“Whether to delay acquiring the back buffer \n”)
TEXT(" 0: acquire next image on frame start \n")
TEXT(" 1: acquire next image just before presenting, rendering is done to intermediate image which is then copied to a real backbuffer (default) \n")
TEXT(" 2: acquire next image on first use"),
ECVF_ReadOnly
);

ue5.6
check(Texture->Image != VK_NULL_HANDLE || !Texture->IsImageOwner()); // coming in, we should always have an image, except backbuffer with r.Vulkan.DelayAcquireBackBuffer=2

ue5.3
check(Texture->Image != VK_NULL_HANDLE)`

Hi Farhan,

I noticed that this issue was occuring upon return from the backgrounded state. Much of the window event handling has been rewritten in 5.6. It is suggested to use r.Vulkan.DelayAcquireBackBuffer=1 as workaround under 5.3.

Best regards.