5.4.4 Crashing while working in blueprint editor

Hello. I’m having an issue where after an indeterminate amount of time spent working in the blueprint editor, Unreal Editor 5.4.4 crashes. I’ve previously had issues with UE which I resolved by switching the default graphics RHI to dx11. The only consistent pattern I’ve noticed with the crashes is that they tend to occur when spawning new nodes or connecting nodes. Here is the log given by the crash reporter.

GPU Crash dump Triggered

UnrealEditor_D3D11RHI!TerminateOnDeviceRemoved() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:137]
UnrealEditor_D3D11RHI!VerifyD3D11Result() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:234]
UnrealEditor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Query.cpp:362]
UnrealEditor_D3D11RHI!FD3D11Viewport::WaitForFrameEventCompletion() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Public\D3D11Viewport.h:73]
UnrealEditor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:798]
UnrealEditor_RHI!FRHICommand<FRHICommandEndDrawingViewport,FRHICommandEndDrawingViewportString2188>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1295]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]
UnrealEditor_RHI!FRHICommandListImmediate::ExecuteAndReset() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:807]
UnrealEditor_RHI!FRHICommandListImmediate::EndDrawingViewport() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1311]
UnrealEditor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\SlateRHIRenderer\Private\SlateRHIRenderer.cpp:1562]
UnrealEditor_SlateRHIRenderer!UE::Core::Private::Function::TFunctionRefCaller<TClosableLockFreePointerListUnorderedSingleConsumer<FBaseGraphTask,0>::PushIfNotClosed'::2’::<lambda_1>,bool __cdecl(unsigned __int64)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_RenderCore!FRenderCommandPipeRegistry::StopRecording'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1751]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:413]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:539]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Any help appreciated, thank you.

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spawning new nodes meaning? like spawning actors or

I’m having the same problem, but just when connecting nodes. It started with 5.4.4. I’ve looked at the error logs and the only thing I can find is an invalid access exception error.

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What I mean by “spawning nodes” (apologies if my nomenclature is incorrect) is right clicking in the event graph to add more things to connect.

maybe can you disconnect and see if still editor crashes? or maybe share the screenshot of code here?

can you explain what you mean by “disconnect?” If you mean the nodes, it doesn’t seem to really matter what I’m connecting or disconnecting.

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ok maybe any behavior you observed like, for example, if you open 3 or more instances for testing, editor crashes or while saving material it crashes… like any observation?

I haven’t noticed any discernible pattern unfortunately, only that it seems to occur most often when trying to create a new thing to connect.

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new thing to connect in the sense in blueprints? any specific node? some information so that we can find out or to guess!!

I do mean connect in the sense of the blueprint, but its irrespective of node. It crashes when bringing up the menu to create a new one.