Fatal error: [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 227]
SwapChain->ResizeBuffers(1,SizeX,SizeY,GetRenderTargetFormat(PixelFormat),DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH) failed
at D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:215
with error DXGI_ERROR_INVALID_CALL
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:227]
UE4Editor_D3D11RHI!FD3D11Viewport::Resize() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:217]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::ConditionalResizeViewport() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:326]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindows_Private() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:631]
UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1258]
UE4Editor_Slate!FSlateApplication::DrawWindows() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:969]
UE4Editor_Slate!FSlateApplication::TickApplication() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1558]
UE4Editor_Slate!FSlateApplication::Tick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1350]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2810]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
These are the crash reports, if someone knows how to fix this unnecessary issue I would be great full if you guys would let me know.
This is a known issue, UE-30488, that is being investigated by our developers. Could you please provide your dxdiag? Does this occur in 4.11.2 as well?
it happens in each version ever since 4.11 came out, even then i wnt back to earlier ones and still had same issue well compiling or rebuild lighting on those earlier projects… seems to start on fresh copy but not like there is anything to compile there… i even went and got my self new graphic card but yeah no luck, same issue… shuts my pc right down… i been using unreal since it launched and never had issues into 4.11… i got 8 gb rams and 2 gb graphic card… it makes cpu max out at 100% and then shortly after Poof, off it goes, wich i understand, saving itself from burning out my cpu… but cause is unknown to me…
The developers are still investigating this issue, which appears to occur in 4.11 and 4.12 versions. There is currently no known workaround for this crash. However, if you are able to determine a set of consistent repro steps for the issue, please provide them so we can add them to the report.
Yeah it’s consistent, after version is launched(any version since release of 4.11), during the compiling process on a project of (1,600 compiling) it reaches about 1000 left and then it crashes the pc. at first it only happen during the lightng being rebuilt, but now it’s during the basic compiling soon as UE4 project is launched… (very small Map truly, i would hate to see it on one of my bigger maps, wich i can not even try considering it’s my basic map that it accures on(loading screen)… here is my dxdiag and ty, hope you can figure it out… if it is my pc i would love to know, but it seems to be more then just my issue, considering others have the same issue…Something that happen from 4.10 to 4.11 that seem to c arry over to all version afterwards…
well i have come to conclusion that it’s my Pc and just a coincidence that it accord during the process of going from 4.10 to 4.11, considering the issue has carried over to other game software, cpu hits 100% and shortly after shuts down… i’ll be back if i get another pc that can handle it… this is how far i did get with my project tatical/rpg/3rd person view, before the problem came into play… (oh and thank you anyways for looking into it, i do not want you wasting your time on this issue when it seems to be mine, when you can be helping others with theres) good luck, love the engine…
few screenshots of where i was when it happen…(one person team) not counting my extra work in blender…