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Crash on project startup -DX12/-D3D12

UE4Editor crashes when a project almost finishes loading. Tested on a new blueprint project and existing Third Person C++ project. Gives the same crash log. Attached should be the logs folder within the Saved directory for my existing project. I cleared out the folder and reproduced the crash so the logs should only contain the one failed startup.

Logs

DXDiag

 MachineId:D7F5BE4C4E544041A18622A429E8FE84
 EpicAccountId:c2148f7c27ff4281b9a1a72fdebc4f78
 
 Unknown exception - code 00000001 (first/second chance not available)
 
 "Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Windows\D3D12RHI\Private\D3D12Util.cpp] [Line: 204] 
 Hr failed 
  at D:\BuildFarm\buildmachine
 
 UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
 UE4Editor_D3D12RHI!D3D12RHI::VerifyD3D11Result() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12util.cpp:204]
 UE4Editor_D3D12RHI!FD3D12PipelineStateCache::Add() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1791]
 UE4Editor_D3D12RHI!FD3D12PipelineStateCache::FindGraphicsLowLevel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1748]
 UE4Editor_D3D12RHI!FD3D12PipelineStateCache::FindGraphics() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1717]
 UE4Editor_D3D12RHI!FD3D12StateCacheBase::ApplyState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12statecache.cpp:1056]
 UE4Editor_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d12rhi\private\d3d12commands.cpp:1573]
 UE4Editor_Renderer!DrawRectangle() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\scenefilterrendering.cpp:238]
 UE4Editor_Renderer!FRCPassPostProcessTemporalAA::Process() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\postprocesstemporalaa.cpp:674]
 UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:558]
 UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:169]
 UE4Editor_Renderer!FPostProcessing::Process() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\postprocessing.cpp:1661]
 UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1315]
 UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\scenerendering.cpp:1572]
 UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
 UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
 UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
 UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
 UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
 UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
 


Product Version: UE 4.9
Tags:
dxdiag.txt (76.3 kB)
logs.zip (63.1 kB)
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asked Aug 31 '15 at 07:45 PM in Bug Reports

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LouieM.
19 3 4 9

avatar image lzwdgc Aug 31 '15 at 08:09 PM

On AMD Radeon HD7970 with -DX12 I see a hang in that place.

UE 4.9 release.

Driver: amdxc64.dll

Company: Advanced Micro Devices, Inc.

Version: 8.18.10.41

Build Time: Thu Jul 16 04:24:51 2015

This is the latest AMD driver. Update driver application from amd.com says so.

See pics.

alt text alt text

untitled.png (150.3 kB)
untitled1.png (145.2 kB)
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2 answers: sort voted first

Hi louie9588 -

Thank you for your help tracking this issue down. I have been able to reproduce the crash and have reported it as UE-20622. As we continue to investigate a solution I will keep you informed here.

Thank You again -

Eric Ketchum

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answered Sep 01 '15 at 06:33 PM

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Lovecraft_K ♦♦ STAFF
36.8k 702 260 734

avatar image RCaloca STAFF Sep 08 '15 at 10:04 PM

Can you try running with -d3debug also and post the logs here? That will help me narrow it down. Thanks!

avatar image Bariudol Sep 11 '15 at 02:14 AM

I thik it has to do with Distance Fields. In my case the editor works well with projects that have no DF.

avatar image RCaloca STAFF Sep 11 '15 at 01:50 PM

Are you on AMD also?

avatar image Bariudol Sep 11 '15 at 10:41 PM

No, I'm on Intel (i7 870) + Nvidia (Gtx 760). Here is my DxDiag, and the log files.

[2]: /storage/temp/58273-dxdiag.txt

[4]: /storage/temp/58275-logs.rar

dxdiag.txt (80.8 kB)
logs.rar (8.4 kB)
avatar image RCaloca STAFF Sep 14 '15 at 08:23 PM

Thanks Bariudol, it's hitting an assert on DF: Assertion failed: !Scene->DistanceFieldSceneData.HasPendingOperations() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Renderer\Private\DistanceFieldShadowing

I'll ask our team to enter a ticket for this so we can look into it.

avatar image Lovecraft_K ♦♦ STAFF Sep 14 '15 at 08:37 PM

For reference Bariudol's issue is entered as UE-21075

avatar image Bariudol Feb 21 '16 at 11:45 PM

Are there any news on this issues?

avatar image RCaloca STAFF Feb 22 '16 at 03:52 AM

4.11 has tons of changes for stability/perf on D3D12. If you have a chance try out the 4.11 preview!

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I have a similar problem. -D3D12 and -DX12 cause my empty blank C++ project to crash after the first run. That is, it will run fine the first time, but subsequent executions of "MyProject.exe -D3D12" will throw a Fatal Exception. Attached is a zip file with my DxDiag, crash dumps, logs, config files, and any other relevant information I can think of.

I should note that MyProject-Editor.exe works fine, it's only the client that has this issue.

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answered Sep 21 '15 at 07:32 AM

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User-658380556
184 22 36 157

avatar image RCaloca STAFF Sep 21 '15 at 01:45 PM

Thanks Bleakwise, I'll try to get some info as to why you got that crash!

avatar image RCaloca STAFF Sep 21 '15 at 06:01 PM

Is there a way you can send the callstack as well as try running with -d3debug so we can get more info? Also a copy of the outputlog from visual studio while you're at it :)

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