Closed duplexsystem closed 2 years ago
To add some info to this issue.
Issue is easily reproducible by me and my team when checking out any asset config/texture/level etc with RHI set to DirectX12.
It only occurs for me and my team when using dx12, past dx11 projects work fine.
After opening a working existing dx11 project, switching RHI to DX12, and restarting the editor, the issue occurs upon first checkout.
The issue occurs with release 2.16-beta and still occurs after https://github.com/SRombauts/UE4GitPlugin/commit/214af6df6adbd133f616b6191b090012cafb7f3c
@SRombauts I cannot find a workaround for this, and as my team rely on an LFS locking workflow we are a bit stuck until it is resolved.
@Carbon-NateBowman after getting this with another plugin I determined it was a UE 4.25 bug. You can attempt to verify this is you want. But I do no know if it can be fixed plugin side or has to be fixed engine side.
Thanks for reporting this and updating me. The question is, is this happening without Source Control enabled ?
Thanks for reporting this and updating me. The question is, is this happening without Source Control enabled ?
It does not appear to happen without source control enabled. For me, DX12, no source control, at least 5hrs a day since 4.25 release, not happened once.
I've had it happen with the megascans plug-in (another plugin which would be doing similar UE side operations) only starting with 4.25, with dx12 which is far to specific to be unrelated.
I've had it happen with the megascans plug-in (another plugin which would be doing similar UE side operations) only starting with 4.25, with dx12 which is far to specific to be unrelated.
Oh, that's a good point, when 4.25 came out, I also had that (but straight ctd, no error) when importing large megascans assets with their first 4.25 plugin versions. It was resolved after a few revisions. As a test, I just imported a few 8k surfaces and high poly models (with all lods) without issue.
UE 4.24.3 with 2.15-beta RHI set to DX12, spikes on checkout but not fatal for small numbers of assets. However, checking out multiple items causes the same kind of spike and eventually a crash, just much slower.
Checking out 25 items.
Which makes me think it's not a bug with update to 4.25 but a bug or change with ue that requires a plug-in side work around or change.
I'm having the same issue :(
Sorry guys, I am having more things to deal with on my day job, and at the same time more things to do with the family at home. Thanks a lot @crevetor for fixing this for us all
Better results in 4.25 but unfortunately not fixed completely.
see https://github.com/SRombauts/UE4GitPlugin/pull/142#issuecomment-658848702
Still present with UE5.0 & pre-UE5.1 built from sources
see https://github.com/SRombauts/UE4PlasticPlugin/issues/86
I have started reproducing the issue in Unreal without any Source Control operation, with a simple infinite loop in the Provider, meaning it's purely a render thread issue (and I can see how other progress bars in the Editor code seem to handle this)
A similar bug https://issues.unrealengine.com/issue/UE-93603 Directx 12 RHI can run out of video memory on long process (anims import)
has been fixed by adding End & BeginFrame on the RHI thread https://github.com/EpicGames/UnrealEngine/commit/4cbce19c2848723ccc01a4fba3133d663d64d4ae
And the official issue would be https://issues.unrealengine.com/issue/UE-100291 "Out of video memory" crash when attempting to save many assets with source control enabled.
A very recent one even mention the workaround I implemented in the plastic plugin! https://issues.unrealengine.com/issue/UE-160299 GPU memory leak during large source control operations:
The crash has been seen in Git and SVN, and can be avoided by removing FScopedSourceControlProgress::Tick. This will prevent Slate from being ticked during the operation, but will prevent the throbber widget from animating.
PR to Epic Games :) https://github.com/EpicGames/UnrealEngine/pull/9492 [UE-100291][UE-160299] Fix source control progress bar crashing out of video memory in case of long-running operation #9492
The proper fix has been submitted to ue5-main https://github.com/EpicGames/UnrealEngine/commit/67dacf2baaafe0d9b6fb5eeb5b179fb5b871a4bf
It will be part of UE5.1 release :)
Withe the latest version form source control I get an out of video memory error when trying to save. I have 11gb of video memory and the project is 1gb so there is no conceivable way it could run out. (don't know why it would even be using VRAM)