constant crashesâŚwhen moving around the interface, resizing windows, trying to render using movie render queue etcâŚ
4.26 preview 7 error [guaranteed to occur after movie render queue slowly renders one still frame and as log message window appears âbamâ d3d error!]
[2020.12.01-08.43.27:361][178]LogD3D12RHI: Error: hr failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:413
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
[2020.12.01-08.43.27:361][178]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2020.12.01-08.43.27:361][178]LogD3D12RHI: Error: [GPUBreadCrumb] 3D Queue 0 - End: Frame 7176 - SendAllEndOfFrameUpdates
[2020.12.01-08.43.27:361][178]LogD3D12RHI: Error: [GPUBreadCrumb] Compute Queue 0 - No Data
[2020.12.01-08.43.27:361][178]LogD3D12RHI: Error: [GPUBreadCrumb] Copy Queue 0 - No Data
[2020.12.01-08.43.27:361][178]LogD3D12RHI: Error: DRED: Last tracked GPU operations:
[2020.12.01-08.43.27:361][178]LogD3D12RHI: Error: DRED: No command list found with active outstanding operations (all finished or not started yet).
[2020.12.01-08.43.27:361][178]LogD3D12RHI: Error: DRED: No PageFault data.
[2020.12.01-08.43.39:965][178]LogWindows: Error: Error reentered: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671]
hr failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:413
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG
then just updated to full release 4.26 [slightly less crashes [but still more than enough] on moving around/interacting with interface but still cannot use Movie Rendcer Queue to render a still without crashing]. The error has now evolved but still the good ole d3d12RHI error involved.
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671] GetParentDevice()->GetResidencyManager().ExecuteCommandLists(D3DCommandQueue, Payload.CommandLists, Payload.ResidencySets, Payload.NumCommandLists) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12DirectCommandListManager.cpp:570 with error DXGI_ERROR_DEVICE_REMOVED
UE4Editor_D3D12RHI!D3D12RHI::VerifyD3D12Result() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:671]
UE4Editor_D3D12RHI!FD3D12CommandListManager::ExecuteAndIncrementFence() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DirectCommandListManager.cpp:571]
UE4Editor_D3D12RHI!FD3D12CommandListManager::ExecuteCommandListInteral() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DirectCommandListManager.cpp:725]
UE4Editor_D3D12RHI!FD3D12CommandListManager::ExecuteCommandLists() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DirectCommandListManager.cpp:626]
UE4Editor_D3D12RHI!FD3D12CommandListManager::ExecuteCommandList() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DirectCommandListManager.cpp:530]
UE4Editor_D3D12RHI!FD3D12CommandContext::FlushCommands() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12CommandContext.cpp:398]
UE4Editor_D3D12RHI!FD3D12CommandContext::RHISubmitCommandsHint() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1982]
UE4Editor_RHI!FRHICommand<FRHICommandSubmitCommandsHint,FRHICommandSubmitCommandsHintString>::ExecuteAndDestruct() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:763]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:368]
UE4Editor_RHI!FExecuteRHIThreadTask::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:429]
UE4Editor_RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
UE4Editor_RenderCore!FRHIThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:320]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
project is fine within 4.25.3âŚonly copied and inplace converted it to 4.26 p7 project for volumetric clouds. aside from this there is noi difference between the two projects.