UE 5.6 DX12 crash on ApplySettings / ResizeBuffers when NVIDIA DLSS Frame Generation (Streamline DLSSG) is enabled (DXGI error 0x8000000A / E_PENDING)

Hi,

I’m hitting a reproducible crash in Unreal Engine 5.6 (D3D12) when applying video settings while NVIDIA DLSS Frame Generation (Streamline DLSSG plugin) is enabled. From an in-game UI (UMG/CommonUI), I call GameUserSettings to apply resolution and window mode changes (and then save). This crashes only when DLSS Frame Generation is enabled. I tried to get around the problem by turning off the generator during changes and then turning it back on, but I was unsuccessful.
Blueprint flow (simplified):

  1. StreamlineLibraryDLSSG::SetDLSSGMode(Off)

  2. (Tried) FlushRenderingCommands() / FRenderCommandFence (BlueprintCallable C++ helper)

  3. UGameUserSettings::SetFullscreenMode(...)

  4. UGameUserSettings::SetScreenResolution(...)

  5. UGameUserSettings::ApplySettings(true)

  6. Optional delay / tick

  7. Restore FG mode: StreamlineLibraryDLSSG::SetDLSSGMode(PreviousMode)

I also tried:

  • Waiting (Delay 0.2 / next tick)

  • Borderless / Windowed / Exclusive Fullscreen (doesn’t matter)

  • Disabling HDR / changing tearing settings (no change)

  • Using only API calls (no CVars)

  • Render-thread flush + fence before ApplySettings (no change)

The crash:

LogD3D12RHI: Error: SwapChain1->ResizeBuffers(NumBackBuffers, SizeX, SizeY, UE::DXGIUtilities::GetSwapChainFormat(PixelFormat), SwapChainFlags) failed
...WindowsD3D12Viewport.cpp:310
with error 8000000A
Viewport=..., Num=3, Size=(1024,768), PF=18, DXGIFormat=0x18, Fullscreen=1, AllowTearing=1

Fatal error: ... D3D12Util.cpp [Line: 1015]
SwapChain1->ResizeBuffers(...) failed ... with error 8000000A

Script stack shows it happens when my UI calls “SafeApplyVideoSettings” → ApplySettings.

Is this a known issue/limitation in UE 5.6 with Streamline DLSS Frame Generation + DX12 swapchain resizing?
What is the recommended way to safely apply resolution/window mode changes when DLSS-G is enabled?
Thanks!