With 5.4.1, the water plug-in seems to crash my system when I have VR enabled in the project, specifically when I have enabled Instanced Stereo, and I add the water body.
I have updated everything I can, but the moment I add the water ocean body, it crashes if Instanced Stereo is enabled.
I don’t have MSI afterburner or Rivia statistics installed, so that did not help.
I then created a new blank project from the templates, and it does the same. The project crashed when I added the water body to the world. I disable the Instanced Stereo it works. Is Instanced Stereo no longer supported? does it still make sens witn 5.4.1?
here is the error
Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 659]
UnrealEditor_D3D12RHI!FD3D12DescriptorCache::SetRootConstantBuffers() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:659]
UnrealEditor_D3D12RHI!FD3D12StateCache::ApplyState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:588]
UnrealEditor_D3D12RHI!FD3D12CommandContext::SetupDraw() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1586]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1685]
UnrealEditor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:159]
UnrealEditor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1518>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1295]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]
UnrealEditor_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:684]
UnrealEditor_RHI!FRHICommand<FRHICommandWriteGPUFence,FRHICommandWriteGPUFenceString2043>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:471]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]
UnrealEditor_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:788]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:330]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 659]
UnrealEditor_D3D12RHI!FD3D12DescriptorCache::SetRootConstantBuffers() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:659]
UnrealEditor_D3D12RHI!FD3D12StateCache::ApplyState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:588]
UnrealEditor_D3D12RHI!FD3D12CommandContext::SetupDraw() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1586]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1685]
UnrealEditor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:159]
UnrealEditor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1518>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1295]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]
UnrealEditor_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:684]
UnrealEditor_RHI!FRHICommand<FRHICommandWriteGPUFence,FRHICommandWriteGPUFenceString2043>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:471]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]
UnrealEditor_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:788]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:330]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Processor Intel(R) Xeon(R) W-1390P @ 3.50GHz 3.50 GHz
Installed RAM 128 GB (128 GB usable)
System type 64-bit operating system, x64-based processor
Pen and touch No pen or touch input is available for this display
Edition Windows 10 Enterprise Version 22H2
Installed on 1/25/2023
OS build 19045.4412
Experience Windows Feature Experience Pack 1000.19056.1000.0
Nvidia A5000 driver 552.22