UE5 Editor Crashes With D3D12 Validation Layer Errors

Hi,

I’m experimenting with UE5 but I’m hitting frequent editor crashes every few minutes which make it difficult for me. I enabled the D3D debug device and I see the following error:

D3D12 ERROR: ID3D12CommandList::Close: An ID3D12Resource object (0x000001F6D9067BC0:'Lumen.CulledObjectsToCompactArray'), referenced in the command list being closed (0x000001F6C209F060:'Unnamed ID3D12GraphicsCommandList Object'), was deleted prior to closing the command list.  This is invalid and can result in application instability. [ EXECUTION ERROR #921: OBJECT_DELETED_WHILE_STILL_IN_USE]
D3D12: **BREAK** enabled for the previous message, which was: [ ERROR EXECUTION #921: OBJECT_DELETED_WHILE_STILL_IN_USE ]
Exception thrown at 0x00007FF90AF7466C (KernelBase.dll) in UnrealEditor.exe: 0x0000087A (parameters: 0x0000000000000001, 0x0000002DAF86C0E0, 0x0000002DAF86DEA0).

The callstack at the time of the crash is:

|[Inline Frame] UnrealEditor-D3D12RHI.dll!D3DVectoredExceptionHandler::__l8::<lambda_31e9f51e8b70698c3175a768013ee12c>::operator()() Line 186|C++|
|---|---|
|UnrealEditor-D3D12RHI.dll!D3DVectoredExceptionHandler(_EXCEPTION_POINTERS * InInfo) Line 186|C++|
|ntdll.dll!RtlpCallVectoredHandlers()|Unknown|
|ntdll.dll!RtlDispatchException()|Unknown|
|ntdll.dll!KiUserExceptionDispatch()|Unknown|
|KernelBase.dll!00007ff90af7466c()|Unknown|
|DXGIDebug.dll!00007ff84ab23866()|Unknown|
|d3d12SDKLayers.dll!00007ff84950e1c9()|Unknown|
|d3d12SDKLayers.dll!00007ff849385134()|Unknown|
|d3d12SDKLayers.dll!00007ff849384fe0()|Unknown|
|d3d12SDKLayers.dll!00007ff849454704()|Unknown|
|d3d12SDKLayers.dll!00007ff84940f61d()|Unknown|
|d3d12SDKLayers.dll!00007ff84940efdc()|Unknown|
|d3d12SDKLayers.dll!00007ff84940ef15()|Unknown|
|UnrealEditor-D3D12RHI.dll!FD3D12CommandListHandle::FD3D12CommandListData::Close() Line 185|C++|
|[Inline Frame] UnrealEditor-D3D12RHI.dll!FD3D12CommandListHandle::Close() Line 383|C++|
|[Inline Frame] UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::CloseCommandList() Line 346|C++|
|UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::FlushCommands(bool WaitForCompletion, FD3D12CommandContext::EFlushCommandsExtraAction ExtraAction) Line 387|C++|
|UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHISubmitCommandsHint() Line 2411|C++|
|UnrealEditor-Renderer.dll!FRHICommand<FRHICommandSubmitCommandsHint,FRHICommandSubmitCommandsHintString1879>::ExecuteAndDestruct(FRHICommandListBase & CmdList, FRHICommandListDebugContext & Context) Line 768|C++|
|UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase & CmdList) Line 498|C++|
|UnrealEditor-RHI.dll!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 560|C++|
|UnrealEditor-RHI.dll!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 975|C++|
|[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 587|C++|
|UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 753|C++|
|UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 642|C++|
|UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 2115|C++|
|UnrealEditor-RenderCore.dll!FRHIThread::Run() Line 325|C++|
|UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 146|C++|
|UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 76|C++|
|kernel32.dll!00007ff90cb654e0()|Unknown|
|ntdll.dll!RtlUserThreadStart()|Unknown|

Any thoughts on how I can get around this? I’m just using the provided “Vehicle” template, no assets of my own or anything, just trying to familiarize myself with the interface.

Thanks