Hi there!
When using "CreateGraphInstance" or "DuplicateGraphInstance" twice on the same Factory or Graph Instance, UE4 crashes with the error message below. Please, is there a better way or a work around this issue?
It happens at runtime. The first instance is created at the start of the game, the second instance is created depending on the user action during the game.
Tested with:
- Unreal Engine 4.22.1
- Ray Tracing activated and deactivated.
- RTX 2060
- AMD Ryzen 5 2600
- Windows 10 (Release 1809)
From the dump file:
Exception information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Exception code: 0xC0000005
UE4 crash report:
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000088
UE4Editor_D3D12RHI!SetRayTracingShaderResources<FD3D12RayTracingLocalResourceBinder>() [d:\build\++ue4\sync\engine\source\runtime\d3d12rhi\private\d3d12raytracing.cpp:2287]
UE4Editor_D3D12RHI!FD3D12CommandContext::RHISetRayTracingHitGroup() [d:\build\++ue4\sync\engine\source\runtime\d3d12rhi\private\d3d12raytracing.cpp:2643]
UE4Editor_RHI!FRHICommandSetRayTracingHitGroup::Execute() [d:\build\++ue4\sync\engine\source\runtime\rhi\public\rhicommandlistcommandexecutes.inl:602]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\build\++ue4\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:325]
UE4Editor_RHI!FExecuteRHIThreadTask::DoTask() [d:\build\++ue4\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:384]
UE4Editor_RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:582]
UE4Editor_RenderCore!FRHIThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:282]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]