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.
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.
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).
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.
/\ 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)_/¯