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Fixed

Fixed in 6000.0.77f1, 6000.3.17f1, 6000.4.10f1, 6000.5.0b9, 6000.6.0a5

Votes

2

Found in

6000.0.68f1

6000.3.10f1

6000.4.0b9

6000.5.0a7

6000.6.0a1

Issue ID

UUM-134917

Regression

Yes

Texture preview icons are missing in Frame Debugger when expanding "Textures" foldout

Graphics Debugging Tools

-

Steps to reproduce:

  1. Create a new project using Universal 3D template
  2. Open the Frame Debugger (Window > Analysis > Frame Debugger) and Enable it
  3. Select any event that has "Textures" foldout populated (e.g. Draw Procedural)
  4. Expand the "Textures" foldout
  5. Observe the "_BlitTexture" property

Actual results: No icon is visible to the left of the “_BlitTexture” property name (sometimes it shows up for a second when navigating through events)

Expected results: An icon with a preview is visible to the left of the “_BlitTexture” property name

Reproducible with versions: 6000.0.68f1, 6000.3.4f1, 6000.3.10f1, 6000.4.0b9, 6000.5.0a7

Not reproducible with versions: 6000.3.3f1

Tested on (OS): Ubuntu 24.04, macOS 26.2

 

Notes:

  • Reproduces with most textures (except "_UserLut")
  1. Resolution Note:

    Fixed in 6000.6.0a5

  2. Resolution Note (fix version 6000.6.0a5):

    Fixed in 6000.6.0a5

  3. Resolution Note (fix version 6000.5.0b9):

    Fixed in 6000.5.0b9

  4. Resolution Note (fix version 6000.4.10f1):

    Fixed in 6000.4.10f1

  5. Resolution Note (fix version 6000.3.17f1):

    Fixed in 6000.3.17f1

  6. Resolution Note (fix version 6000.0.77f1):

    Fixed in 6000.0.77f1

Comments (1)

  1. KuanMi

    Mar 24, 2026 06:51

    I have discovered a few more strange issues related to this:
    Render Graph Texture Preview Issue:
    Textures created via RTHandles.Alloc display correctly in the Frame Debugger. However, textures created via renderGraph.CreateTexture(textureDesc) do not show their preview icons.
    Editor Crash when switching passes:
    My project contains two specific passes: a Compute Pass and a Ray Tracing Pass. If I select the Compute Pass in the Frame Debugger and then switch to the Ray Tracing Pass, the Editor crashes immediately.
    This is a regression; these issues were not present in version 6.3.2 (6000.3.2) but appeared after upgrading to 6.3.10 (6000.3.10).
    After running with -force-d3d12-debug, the following validation errors were captured:

    d3d12 validation error (catergory: 8, id: 523): ID3D12GraphicsCommandList::ResourceBarrier: Missing resource bind flags.
    d3d12 validation error (catergory: 8, id: 524): ID3D12CommandList::ResourceBarrier: D3D12_RESOURCE_STATES (D3D12_RESOURCE_STATE_UNORDERED_ACCESS) has bits that mismatch support required from D3D12_RESOURCE_FLAGS (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET). Missing required flags: (D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS). Set prohibited flags: (D3D12_RESOURCE_FLAG_NONE).

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