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Launching UE workload with RenderDoc plugin enabled crashes on startup #8

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eclazi opened this issue May 25, 2021 · 2 comments
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@eclazi
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eclazi commented May 25, 2021

  1. Create UE project
  2. Enable RenderDoc plugin - https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/RenderDoc/index.html
  3. Run workload when it is launched via d3.
  4. Crashes on startup.

Running workload manually with -game works fine. Same issue happens when workload is launched via RenderDoc or nSight with the command line parameters d3 launches unreal with.

[2021.05.24-21.27.41:199][ 0]LogNetVersion: alphatest_jira 1.0.0, NetCL: 14830424, EngineNetVer: 16, GameNetVer: 0 (Checksum: 1195405660)
[2021.05.24-21.27.41:489][ 0]LogHMD: PokeAHoleMaterial loaded successfully
[2021.05.24-21.27.41:756][ 0]LogMoviePlayer: Initializing movie player
[2021.05.24-21.27.50:038][ 0]LogThreadingWindows: Error: Runnable thread TaskGraphThreadHP 26 crashed.
[2021.05.24-21.27.50:038][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038
[2021.05.24-21.27.50:045][ 0]LogThreadingWindows: Error: Runnable thread TaskGraphThreadHP 27 crashed.
[2021.05.24-21.27.50:057][ 0]LogWindows: Error:
[2021.05.24-21.27.50:069][ 0]LogThreadingWindows: Error: Runnable thread TaskGraphThreadHP 28 crashed.
[2021.05.24-21.27.50:081][ 0]LogWindows: Error: [Callstack] 0x00007ffa0595f8a3 nvwgf2umx.dll!UnknownFunction []
[2021.05.24-21.27.50:093][ 0]LogWindows: Error: HandleError re-entered.
[2021.05.24-21.27.50:105][ 0]LogWindows: Error: [Callstack] 0x00007ffa0497e468 nvwgf2umx.dll!UnknownFunction []
[2021.05.24-21.27.50:117][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2021.05.24-21.27.50:129][ 0]LogWindows: Error: [Callstack] 0x00007ffa059bbea2 nvwgf2umx.dll!UnknownFunction []
[2021.05.24-21.27.50:141][ 0]LogCore: Engine exit requested (reason: Win RequestExit)
[2021.05.24-21.27.50:153][ 0]LogWindows: Error: [Callstack] 0x00007ff9e6700883 D3D12Core.dll!UnknownFunction []
[2021.05.24-21.27.50:165][ 0]LogWindows: Error: HandleError re-entered.
[2021.05.24-21.27.50:177][ 0]LogWindows: Error: [Callstack] 0x00007ff9e668e40a D3D12Core.dll!UnknownFunction []
[2021.05.24-21.27.50:189][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2021.05.24-21.27.50:201][ 0]LogWindows: Error: [Callstack] 0x00007ff9e6671bf3 D3D12Core.dll!UnknownFunction []
[2021.05.24-21.27.50:213][ 0]LogCore: Engine exit requested (reason: Win RequestExit; note: exit was already requested)
[2021.05.24-21.27.50:225][ 0]LogWindows: Error: [Callstack] 0x00007ff9e665502c D3D12Core.dll!UnknownFunction []
[2021.05.24-21.27.50:237][ 0]LogWindows: Error: === Critical error: ===
[2021.05.24-21.27.50:248][ 0]LogWindows: Error: [Callstack] 0x00007ffa28b35737 d3d12.dll!UnknownFunction []
[2021.05.24-21.27.50:262][ 0]LogWindows: Error:
[2021.05.24-21.27.50:286][ 0]LogWindows: Error: Fatal error!
[2021.05.24-21.27.50:274][ 0]LogWindows: Error: [Callstack] 0x00007ff9e6665a98 D3D12Core.dll!UnknownFunction []
[2021.05.24-21.27.50:298][ 0]LogWindows: Error:
[2021.05.24-21.27.50:310][ 0]LogWindows: Error: [Callstack] 0x00007ff98fbb6e6b UE4Editor-D3D12RHI.dll!CreateRayTracingStateObject() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:359]
[2021.05.24-21.27.50:334][ 0]LogWindows: Error: [Callstack] 0x00007ff98fbba346 UE4Editor-D3D12RHI.dll!FD3D12RayTracingPipelineCache::FShaderCompileTask::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:621]
[2021.05.24-21.27.50:346][ 0]LogWindows: Error: [Callstack] 0x00007ff98fbbe546 UE4Editor-D3D12RHI.dll!TGraphTaskFD3D12RayTracingPipelineCache::FShaderCompileTask::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
[2021.05.24-21.27.50:369][ 0]Log file closed, 05/24/21 17:27:50

@husberg-disguise
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@josh-disguise has managed to run it under nSight, so may have thoughts.

@josh-disguise
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Managed to run with nSight Systems by patching the engine definition in d3 to launch with the command line launcher, but I've had the same experience with nSight Graphics. Crash is somewhere inside Unreal's dx12 support.

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