Encounter two type of crashes while loading the game on loading screen menu with XeSS Frame Gen on.
The first one:
[2026.07.30-12.07.01:858][733]LogWindows: Error: === Critical error: ===
[2026.07.30-12.07.01:858][733]LogWindows: Error:
[2026.07.30-12.07.01:858][733]LogWindows: Error: Assertion failed: Texture [File:D:\dev\project\main\Engine\Source\Runtime\RenderCore\Private\RenderTargetPool.cpp] [Line: 34]
[2026.07.30-12.07.01:858][733]LogWindows: Error:
[2026.07.30-12.07.01:858][733]LogWindows: Error:
[2026.07.30-12.07.01:858][733]LogWindows: Error:
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff75e4b3398 project.exe!FDebug::CheckVerifyFailedImpl2() [D:\dev\project\main\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:812]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff762ac4783 project.exe!CreateRenderTarget() [D:\dev\project\main\Engine\Source\Runtime\RenderCore\Private\RenderTargetPool.cpp:34]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff76563de5a project.exe!FRenderTarget::GetRenderTargetTexture() [D:\dev\project\main\Engine\Source\Runtime\Engine\Private\UnrealClient.cpp:193]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff769cb86d0 project.exe!FXeFGViewExtension::PostRenderView_RenderThread() [D:\dev\project\main\Engine\Plugins\External\XeSS\Source\XeFG\Private\XeFGViewExtension.cpp:180]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff7621b7cad project.exe!FSceneRenderer::OnRenderFinish() [D:\dev\project\main\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4761]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff7614e05d7 project.exe!FDeferredShadingSceneRenderer::Render() [D:\dev\project\main\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:4064]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff7621bca6f project.exe!RenderViewFamily_RenderThread() [D:\dev\project\main\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5016]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff76217f190 project.exe!`FRendererModule::BeginRenderingViewFamilies'::`125'::<lambda_4>::<lambda_invoker_cdecl>() [D:\dev\project\main\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5333]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff762143d92 project.exe!`FSceneRenderProcessor::Execute'::`30'::<lambda_4>::operator()() [D:\dev\project\main\Engine\Source\Runtime\Renderer\Private\SceneRenderBuilder.cpp:894]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff762acac32 project.exe!ExecuteCommand() [D:\dev\project\main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1555]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff762aa04f6 project.exe!UE::RenderCommandPipe::FCommandList::ConsumeCommands<`FRenderThreadCommandPipe::ExecuteCommands'::`2'::<lambda_1> >() [D:\dev\project\main\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:431]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff762ab775a project.exe!`FRenderThreadCommandPipe::EnqueueAndLaunch'::`5'::<lambda_1>::operator()() [D:\dev\project\main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1939]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff762acb6cd project.exe!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\dev\project\main\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:697]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff75e14b614 project.exe!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\dev\project\main\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:519]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff75e13f9c8 project.exe!FNamedTaskThread::ProcessTasksNamedThread() [D:\dev\project\main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:791]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff75e13fe7e project.exe!FNamedTaskThread::ProcessTasksUntilQuit() [D:\dev\project\main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:680]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff762ae65d8 project.exe!RenderingThreadMain() [D:\dev\project\main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:261]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff762ae6c89 project.exe!FRenderingThread::Run() [D:\dev\project\main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:393]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff75e7d9468 project.exe!FRunnableThreadWin::Run() [D:\dev\project\main\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007ff75e7d229f project.exe!FRunnableThreadWin::GuardedRun() [D:\dev\project\main\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
[2026.07.30-12.07.01:858][733]LogWindows: Error: [Callstack] 0x00007fffb805e957 KERNEL32.DLL!UnknownFunction []
[2026.07.30-12.07.01:858][733]LogWindows: Error:
My simple solution is adding this in XeFGViewExtension.cpp, i am not sure it's the correct way but it works.
#if XESS_ENGINE_WITH_XEFG_API & XESS_ENGINE_WITH_XEFG_API_SVE_POST_RENDER_VIEW_RDG
void FXeFGViewExtension::PostRenderView_RenderThread(FRDGBuilder& GraphBuilder, FSceneView& InView)
{
// custom change start
if (!InView.Family->RenderTarget->GetRenderTargetTexture().IsValid())
{
return;
}
// custom change end
FRDGTexture* SceneColorTexture = XeSSUnreal::GetRenderTargetTexture(*InView.Family->RenderTarget, GraphBuilder);
const FViewInfo& ViewInfo = static_cast<const FViewInfo&>(InView);
const XeSSUnreal::XSceneTextures& SceneTextures = XeSSUnreal::GetSceneTextures(ViewInfo, GraphBuilder);
FRDGTexture* DepthTexture = XeSSUnreal::GetSceneDepthTexture(SceneTextures, GraphBuilder);
FRDGTexture* VelocityTexture = XeSSUnreal::GetSceneVelocityTexture(SceneTextures, GraphBuilder);
The second crash is a GPU hang, Game thread and Render thread are waiting, here is the callstack of RHI thread
[External Code]
[Inline Frame]
project.exe!TRefCountPtr<ID3D12DescriptorHeap>::{dtor}() Line 505
project.exe!FD3D12DescriptorHeap::~FD3D12DescriptorHeap() Line 188
[External Code]
[Inline Frame]
project.exe!FThreadSafeRefCountedObject::DeleteThis(const UE::Private::TTransactionalAtomicRefCount<unsigned int> *) Line 315
[Inline Frame]
project.exe!UE::Private::TTransactionalAtomicRefCount<unsigned int>::ImmediatelyRelease() Line 184
[Inline Frame]
project.exe!UE::Private::TTransactionalAtomicRefCount<unsigned int>::Release() Line 142
[Inline Frame]
project.exe!FThreadSafeRefCountedObject::Release() Line 302
[Inline Frame]
project.exe!TRefCountPtr<FD3D12DescriptorHeap>::operator=(FD3D12DescriptorHeap *) Line 522
[Inline Frame]
project.exe!TRefCountPtr<FD3D12DescriptorHeap>::SafeRelease() Line 601
project.exe!FD3D12BindlessResourceManager::GarbageCollect() Line 456
[Inline Frame]
project.exe!FD3D12BindlessDescriptorManager::GarbageCollect() Line 815
project.exe!FD3D12Adapter::EndFrame() Line 1834
project.exe!FD3D12DynamicRHI::RHIEndFrame(const FDynamicRHI::FRHIEndFrameArgs & Args) Line 602
project.exe!FRHICommandListExecutor::FSubmitState::Submit(const FRHICommandListExecutor::FSubmitState::FSubmitArgs & Args)Line 1295
[Inline Frame]
project.exe!FCpuProfilerTrace::FEventScope::{ctor}(unsigned int &) Line 197
project.exe!FRHICommandListExecutor::Submit::__l56::
void <lambda>(const TArray<FString, TSizedDefaultAllocator<32>> &)...::<lambda_1>::operator()()
[Inline Frame]
project.exe!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,void __cdecl(void)>::operator()()Line 414
project.exe!FRHICommandListExecutor::FTaskPipe::Execute(FRHICommandListExecutor::FTaskPipe::FTask * Task, const TRefCountPtr<FBaseGraphTask> & Current...)
[Inline Frame]
project.exe!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>, void __cdecl(enum ENamedThreads::Type...)>
[Inline Frame]
project.exe!TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type, TRefCountPtr<FBaseGraphTask> const &), 0>::DoTaskImpl(...)
[Inline Frame]
project.exe!TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type, TRefCountPtr<FBaseGraphTask> const &), 0>::DoTask(...)
project.exe!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type, TRefCountPtr<FBaseGraphTask> const &), 0>>::ExecuteTask() Line 697
[Inline Frame]
project.exe!std::_Atomic_storage<int,4>::load(const std::memory_order) Line 932
[Inline Frame]
project.exe!UE::Trace::Private::AtomicLoadRelaxed(volatile int *) Line 62
[Inline Frame]
project.exe!UE::Trace::FChannel::IsEnabled() Line 18
[Inline Frame]
project.exe!UE::Trace::FChannel::operator bool() Line 24
[Inline Frame]
project.exe!TaskTrace::Finished(unsigned __int64) Line 199
[Inline Frame]
project.exe!TaskTrace::FTaskTimingEventScope::{dtor}() Line 322
project.exe!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 519
[Inline Frame]
project.exe!FBaseGraphTask::Execute(TArray<FBaseGraphTask *, TSizedDefaultAllocator<32>> &) Line 495
project.exe!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 791
project.exe!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 680
project.exe!FRHIThread::Run() Line 213
project.exe!FRunnableThreadWin::Run() Line 159
project.exe!FRunnableThreadWin::GuardedRun() Line 79
Final hit at RefCounting.h
~TRefCountPtr()
{
if (Reference)
{
Reference->Release();
}
}
Seems relevant to GC and bindless heap, I do not have bindless enabled in config, please help to take a look at it, thanks.
Spec
RTX 5090
Encounter two type of crashes while loading the game on loading screen menu with XeSS Frame Gen on.
The first one:
My simple solution is adding this in
XeFGViewExtension.cpp, i am not sure it's the correct way but it works.The second crash is a GPU hang, Game thread and Render thread are waiting, here is the callstack of RHI thread
Final hit at
RefCounting.hSeems relevant to GC and bindless heap, I do not have bindless enabled in config, please help to take a look at it, thanks.
Spec
RTX 5090