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Crash when using POM on decal

Im trying to implement a footprint with POM, but whenever I change my material type to deferred decal and put it on the scene, unreal crashes with the following message:

 MachineId:069AFC7148DE2037D78448B1B2671D73
 EpicAccountId:486d2d1059fe46eb8766557efe1f6faf
 
 Fatal error: [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 180] 
 Unreal Engine is exiting due to D3D device being lost. D3D device was not available to assertain DXGI cause.
 
 
 UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
 UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:186]
 UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225]
 UE4Editor_D3D11RHI!FD3D11DynamicRHI::ReadSurfaceDataNoMSAARaw() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:601]
 UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceData() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:949]
 UE4Editor_RHI!FRHICommandListImmediate::ReadSurfaceData() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:2705]
 UE4Editor_Engine!`FViewport::GetRawHitProxyData'::`31'::EURCMacro_ReadSurfaceCommand::DoTask() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\unrealclient.cpp:1304]
 UE4Editor_Engine!TGraphTask<`FViewport::GetRawHitProxyData'::`31'::EURCMacro_ReadSurfaceCommand>::ExecuteTask() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:999]
 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
 UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
 UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
 UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

I just updated my graphics driver ( GeForce Game Ready Driver, version: 368.69), but this happened in the previous version too.

Any idea of what can be done here?

Product Version: UE 4.12
Tags:
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asked Jul 11 '16 at 07:00 PM in Bug Reports

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lucastakejame
51 7 10

avatar image Sean L ♦♦ STAFF Jul 11 '16 at 07:05 PM

Hello,

Could you please provide the project that you are crashing in, as well as repro steps as far as how we can reproduce it in your project? You can zip it up, upload it to dropbox, and PM me with a link on the forums: https://forums.unrealengine.com/member.php?160394-Sean-Flint

If you are unable to provide the full project, please recreate the test in a clean project and provide that instead.

I've been looking for a repro for this crash, so it would be extremely helpful if you could do so.

Thanks!

avatar image lucastakejame Jul 11 '16 at 08:57 PM

I recreated the crash on a new level, but in this case it happens slightly different. Here the decal appears in scene before crashing (first, it would just crash), with the same log message. The step is basically to put a M_Footprint_inst on scene and maybe move the actor position, camera, place it on the edge appearing only half of the decal, don't know how much that influences it because it crashes in different times every time (but still this set up seems to be sufficient to crash).

This is the project: http://www.mediafire.com/download/4s48mdr7weoj1tj/POMCRASH.zip

On another comment, recently i had another crash problem related to D3D11, posted in here (maybe they are related somehow): https://answers.unrealengine.com/questions/445312/ue-412-crash-on-launch.html

which I workarounded by finishind oculus both Services.

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Hello,

After testing this, I was able to reproduce it in your project. However, it appears to be fixed in our internal branch, as I was unable to reproduce the crash there. Once the next release is out, please feel free to come back to this post if the issue is still occurring.

Have a great day

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answered Jul 12 '16 at 01:02 PM

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Sean L ♦♦ STAFF
43.6k 485 152 442

avatar image keiii Sep 01 '16 at 06:25 PM

Hi Sean, we updated our project to 4.13 and we are getting the same crash! Can you help us, please? Thank you!

avatar image lucastakejame Sep 01 '16 at 10:16 PM

/\ PS: the problem my colleague reported above was misleading actually, The POM decal is working on 4.13, the problem was that the project was marked with a 4.13 tag on launcher but really opened 4.12 engine. Don't know why ¯_(ツ)_/¯

avatar image Sean L ♦♦ STAFF Sep 02 '16 at 05:06 PM

Just to clarify, is this issue still occurring as of 4.13?

avatar image lucastakejame Sep 02 '16 at 07:24 PM

Until now, its working ok, no crashes!

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