UE 5.1.1 - How to resolve crash when clicking "Use Custom Primitive Data" on a Material?

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.

try disconnecting the node before applying that option. then reconnect the node again.

maybe you get lucky.

1 Like

Wow, I really thought that worked at first, lol.

It didn’t crash when I set it this time (after having disconnected the node), but then crashed when I re-connected it.

That’s surely significant, though I can’t think of what it signifies.

till you reconnect the node the node unreal will “ignore” it. once you connect it it will rebuild stuff behind which obviously fail.

because is crashing that is clearly a bug but maybe is related with other stuff you have in the material.

so first try to create the simplest material you can and add only that node with the issue. see if it crashes or not. if not, then try adding new nodes as in the material with issues till you get to the one that will react with the problematic node and will crash unreal.

you can also rebuild the material as a new separate file, maybe it got corrupted somehow.

in any case you should report the bug but I guess if they fix it, it will be weeks or months from now

1 Like