We don’t have repro steps but this has occurred multiple times in our initial testing of 5.6.
LoginId:8bdffb1a4f3bf50f6e35538447c4c9e6 EpicAccountId:9204abc66eb54419890604577ddefd6a Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000171ce9be060 nvwgf2umx D3D12Core GamePrototype!UE::D3D12Descriptors::CopyDescriptor() [C:\b\gameprototype\UE\Engine\Source\Runtime\D3D12RHI\Private\D3D12Descriptors.cpp:15] GamePrototype!FD3D12BindlessResourceManager::InitializeDescriptor() [C:\b\gameprototype\UE\Engine\Source\Runtime\D3D12RHI\Private\D3D12BindlessDescriptors.cpp:454] GamePrototype!
FD3D12CommandContext::ClearUAV’::17'::<lambda_2>::operator()() [C:\b\gameprototype\UE\Engine\Source\Runtime\D3D12RHI\Private\D3D12UAV.cpp:365] GamePrototype!FRHICommandListBase::Execute() [C:\b\gameprototype\UE\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:524] GamePrototype!FRHICommandList_RecursiveHazardous::~FRHICommandList_RecursiveHazardous() [C:\b\gameprototype\UE\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1683] GamePrototype!FD3D12CommandContext::RHIClearUAVUint() [C:\b\gameprototype\UE\Engine\Source\Runtime\D3D12RHI\Private\D3D12UAV.cpp:455] GamePrototype!FRHICommand<FRHICommandClearUAVUint,FRHICommandClearUAVUintString2293>::ExecuteAndDestruct() [C:\b\gameprototype\UE\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1621] GamePrototype!FRHICommandListBase::Execute() [C:\b\gameprototype\UE\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:524] GamePrototype!FRHICommandListExecutor::FTranslateState::Translate() [C:\b\gameprototype\UE\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1081] GamePrototype!
FRHICommandListExecutor::FSubmitState::Dispatch’::10'::<lambda_1>::operator()() [C:\b\gameprototype\UE\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1029] GamePrototype!FRHICommandListExecutor::FTaskPipe::Execute() [C:\b\gameprototype\UE\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:725] GamePrototype!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FBaseGraphTask> const &),0> >::ExecuteTask() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:707] GamePrototype!UE::Tasks::Private::FTaskBase::TryExecuteTask() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:528] GamePrototype!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<
LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init'::
2’::<lambda_1> >‘::13'::<lambda_1>,0>::CallAndMove() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171] GamePrototype!LowLevelTasks::FTask::ExecuteTask() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627] GamePrototype!LowLevelTasks::FScheduler::ExecuteTask() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:364] GamePrototype!LowLevelTasks::FScheduler::WorkerLoop() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:724] GamePrototype!
LowLevelTasks::FScheduler::CreateWorker’::2'::<lambda_1>::operator()() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:188] GamePrototype!FThreadImpl::Run() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69] GamePrototype!FRunnableThreadWin::Run() [C:\b\gameprototype\UE\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]