Sector 6 step 5 crash

gregggogregggo Member Posts: 42
Running from Okkar missile launches, using missile defense MK3, 40mm cannon, had to use 2 nano MK2s for health and at the 2nd one the crash happened. Recording with ACTION All of this RSG_ looks like Action files.
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Access violation - code c0000005 (first/second chance not available)

RSG_Win64_Shipping!FD3D11DynamicRHI::RHICreateUniformBuffer() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11uniformbuffer.cpp:138]
RSG_Win64_Shipping!SetUniformBufferParameterImmediate() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\shadercore\public\shaderparameterutils.h:512]
RSG_Win64_Shipping!InternalDrawRectangle() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\postprocess\scenefilterrendering.cpp:200]
RSG_Win64_Shipping!DrawPostProcessPass() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\postprocess\scenefilterrendering.cpp:378]
RSG_Win64_Shipping!FRCPassPostProcessTonemap::Process() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\postprocess\postprocesstonemap.cpp:1137]
RSG_Win64_Shipping!FRenderingCompositionGraph::RecursivelyProcess() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:746]
RSG_Win64_Shipping!FRenderingCompositePassContext::Process() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:237]
RSG_Win64_Shipping!FPostProcessing::Process() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\postprocess\postprocessing.cpp:2221]
RSG_Win64_Shipping!FDeferredShadingSceneRenderer::Render() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1393]
RSG_Win64_Shipping!RenderViewFamily_RenderThread() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\scenerendering.cpp:2850]
RSG_Win64_Shipping!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
RSG_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\async\taskgraph.cpp:664]
RSG_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\async\taskgraph.cpp:574]
RSG_Win64_Shipping!RenderingThreadMain() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
RSG_Win64_Shipping!FRenderingThread::Run() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rendercore\private\renderingthread.cpp:467]
RSG_Win64_Shipping!FRunnableThreadWin::Run() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

Comments

  • ROCKFISH_AndiROCKFISH_Andi Administrator Posts: 1,217
    Hi, thanks for the report. Well, it seems pretty low level and looks like a "random low level engine crash", probably caused by too much stuff happening at once. Let us know if you get the same message again.
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