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.