@VictorLerp (you seem to be the go to for XR ;^)
Understanding that this is all Preview, I think this is an important issue - would love a work around.
Using the stock VRTemplate in UE5P2, I added a Material to the stock Landscape -
I can get it set up, but I get notices that Lighting needs to be rebuilt
Running Build | Build Lighting Only I crash with the following.
Have submitted the data via the crash dialog.
All nVidia and Intel drivers up to date - I have tried both the Studio and Gamer nVidia driver versions. I am running on a SurfaceBook 3 with Unreal configured to run against the nVidia GPU. Video Setting attached,
Best,
Nick
LoginId:will provide if needed
EpicAccountId:Will provide if needed
Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 729]
UnrealEditor_D3D12RHI!FD3D12DescriptorCache::SetConstantBuffers<0>() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:729]
UnrealEditor_D3D12RHI!FD3D12StateCacheBase::ApplyState<0>() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:648]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:2079]
UnrealEditor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:214]
UnrealEditor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1053>::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]