qglinternal::vkCreateFramebuffer

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)`