Understanding This Crash Report

Hi,

I have developed a level in Unreal which for an unknown reason crashes whilst previewing in VR. I am using an HTC VIVE. The crashes come at random intervals. If someone can help me decipher the below crash report it would be much appreciated!!

LoginId:e4511c754731d15ec88f04b27482a12d
EpicAccountId:edaea53e1ed64282879377cbfae9980f

Assertion failed: bInitialized [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12View.h] [Line: 786] Uninitialized D3D12View size 40

UnrealEditor_D3D12RHI!FD3D12StateCacheBase::SetShaderResourceView<5>() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:1222]
UnrealEditor_Renderer!FRHICommand<FRHICommandSetShaderResourceViewParameter,FRHICommandSetShaderResourceViewParameterString>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:768]
UnrealEditor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:498]
UnrealEditor_RHI!FRHICommandListExecutor::ExecuteInner() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:804]
UnrealEditor_RHI!FRHICommandListExecutor::ExecuteList() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:828]
UnrealEditor_RHI!FRHICommand<FRHICommandWaitForAndSubmitRTSubList,FRHICommandWaitForAndSubmitRTSubListString1627>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:768]
UnrealEditor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:498]
UnrealEditor_RHI!FExecuteRHIThreadTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:560]
UnrealEditor_RHI!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:325]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]

Hi Fabian
We had this issue as well and its caused by a race condition between the RHI thread and the render thread when aliasing the OpenXR depth/stencil texture.

Epic is aware of it I think and theyre targeting a fix for 5.2

As a temporal solution they suggested for example disabling the rhi thread like so:

You can run with CLI args “-norhithread -forcerhibypass”, which just dispatches commands immediately from RenderThread to the RHI interface.

Another possible solution could be disabling the use of OpenXR depth:

But for 5.0, if you’re having issues with the depth swapchain, just stop using the OpenXR one. You can disable in FOpenXRHMD by forcing bDepthExtensionSupported to false during construction.

Hope this helps for now

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