The UE 5.1.1 editor crashes when I click on Use Custom Primitive Data on a Material Parameter.
The crash is 100% consistent and reproducible.
Is this common? Is there a workaround?
Crash Reporter log below:
Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 609]
UnrealEditor_D3D12RHI!FD3D12DescriptorCache::SetConstantBuffers<3>() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:609]
UnrealEditor_D3D12RHI!FD3D12StateCache::ApplyResources() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:727]
UnrealEditor_D3D12RHI!FD3D12StateCache::ApplyState<0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:543]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:2001]
UnrealEditor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:236]
UnrealEditor_SlateRHIRenderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1148>::ExecuteAndDestruct() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:855]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:438]
UnrealEditor_RHI!<lambda_d9c5c35f8ce97cb91cdbe1d4918d55a5>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:744]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:332]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]```
**[Edit]** This doesn't happen on every material, for whatever that's worth, but it is 100% consistent on that particular material and at least one other.