I also have a similar problem, might actually be the same even:
> | [Inlineframe] UnrealEditor-D3D12RHI.dll!ValidateBoundUniformBuffer(FD3D12UniformBuffer * InUniformBuffer, FRHIShader * InShaderRHI, unsigned int InBufferIndex) Zeile 71 | C++ |
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UnrealEditor-D3D12RHI.dll!BindUniformBuffer(FD3D12CommandContext & Context, FRHIShader * Shader, EShaderFrequency ShaderFrequency, unsigned int BufferIndex, FD3D12UniformBuffer * InBuffer) Zeile 85 | C++ | |
UnrealEditor-D3D12RHI.dll!SetShaderParametersOnContext(FD3D12CommandContext & Context, FRHIShader * Shader, EShaderFrequency ShaderFrequency, TArrayView<unsigned char const ,int> InParametersData, TArrayView<FRHIShaderParameter const ,int> InParameters, TArrayView<FRHIShaderParameterResource const ,int> InResourceParameters, TArrayView<FRHIShaderParameterResource const ,int> InBindlessParameters) Zeile 1153 | C++ | |
UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHISetShaderParameters(FRHIGraphicsShader * Shader, TArrayView<unsigned char const ,int> InParametersData, TArrayView<FRHIShaderParameter const ,int> InParameters, TArrayView<FRHIShaderParameterResource const ,int> InResourceParameters, TArrayView<FRHIShaderParameterResource const ,int> InBindlessParameters) Zeile 1168 | C++ | |
UnrealEditor-RHI.dll!FRHICommandSetShaderParameters::Execute(FRHICommandListBase & CmdList) Zeile 135 | C++ | |
UnrealEditor-Renderer.dll!FRHICommand<FRHICommandSetShaderParameters,FRHICommandSetShaderParametersString1416>::ExecuteAndDestruct(FRHICommandListBase & CmdList, FRHICommandListDebugContext & Context) Zeile 1245 | C++ | |
UnrealEditor-RHI.dll!FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext *> & InOutContexts, FRHICommandListBase::FPersistentState::FGPUStats * ParentStats) Zeile 461 | C++ | |
UnrealEditor-RHI.dll!FRHICommandListImmediate::QueueAsyncCommandListSubmit::__l27::<lambda_2>::operator()() Zeile 596 | C++ | |
[Inlineframe] UnrealEditor-RHI.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Zeile 629 | C++ | |
[Inlineframe] UnrealEditor-RHI.dll!TFunctionGraphTaskImpl<void __cdecl(void),0>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Zeile 1754 | C++ | |
[Inlineframe] UnrealEditor-RHI.dll!TFunctionGraphTaskImpl<void __cdecl(void),0>::DoTask(ENamedThreads::Type) Zeile 1747 | C++ | |
UnrealEditor-RHI.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Zeile 1265 | C++ | |
[Inlineframe] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Zeile 866 | C++ | |
[Inlineframe] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::QueueTask::__l5::() Zeile 1973 | C++ | |
UnrealEditor-Core.dll!LowLevelTasks::FTask::Init::__l11::(const bool bNotCanceled) Zeile 499 | C++ | |
[Inlineframe] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FTask::Init::__l11::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &) &) Zeile 47 | C++ | |
[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init< FTaskGraphCompatibilityImplementation::QueueTask’::5'::void <Lambdafunktion>(const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &)>':: 11’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),0>::Call(void *) Zeile 162 |
C++ | |
UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init< FTaskGraphCompatibilityImplementation::QueueTask’::5'::void <Lambdafunktion>(const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &)>':: 11’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> & Destination, void * InlineData, unsigned int DestInlineSize, bool <Params_0>) Zeile 171 |
C++ | |
[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &) Zeile 308 | C++ | |
UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Zeile 627 | C++ | |
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * & InOutTask) Zeile 150 | C++ | |
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * Queue, LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork & OutOfWork, bool bPermitBackgroundWork, bool bDisableThrottleStealing) Zeile 350 | C++ | |
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent * WorkerEvent, LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * WorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Zeile 378 | C++ | |
[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::() Zeile 70 | C++ | |
[Inlineframe] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FScheduler::CreateWorker::__l2::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &) &) Zeile 47 | C++ | |
UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker':: 2’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),void __cdecl(void)>::Call(void * Obj) Zeile 480 |
C++ | |
[Inlineframe] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Zeile 629 | C++ | |
UnrealEditor-Core.dll!FThreadImpl::Run() Zeile 69 | C++ | |
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Zeile 149 | C++ | |
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Zeile 79 | C++ | |
kernel32.dll!00007ffbfea1257d() | Unbekannt | |
ntdll.dll!00007ffc0004aa78() | Unbekannt |
I can see it’s related to DX12 and switching to DX11 does “solve” it, but I’d like to stick to DX12 and am out of ideas how to get more info.
It doesn’t happen in the editor and also not right away, I can reproduce it in standalone game and also in development and shipping builds.
The way I can reproduce it, is by loading our main level a couple times