For some reason, when GPU crashes or hangs occur in the standalone Win64 cooked build of the game, Aftermath crash dump writing always times out:
[2026.05.19-22.41.26:578][289]LogD3D12RHI: Error: Result failed
at J:\w\sod3-release-build\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:554
with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_REMOVED
Viewport=0x0000021016F1B800, Num=3, Size=(1920,1080), PF=18, DXGIFormat=0x18, Fullscreen=0, AllowTearing=1
[2026.05.19-22.41.29:578][289]LogNvidiaAftermath: Warning: Timed out while waiting for Aftermath to start the GPU crash dump.
We have tried increasing the r.GPUCrashDebugging.Aftermath.DumpStartWaitTime and r.GPUCrashDebugging.Aftermath.DumpProcessWaitTime to 10 and 30 seconds respectively, but this did not help. GPU hangs and crashes in Editor builds do get written out correctly, however. It is only standalone builds which appear to be affected.
When I run the standalone build locally and run “GPUDebugCrash hang” from the console, it does write out a dump. “GPUDebugCrash pagefault” appears to do nothing - the console says that it is scheduling the crash, but the game just keeps running normally. Between this and the legitimate GPU crashes being somewhat rare and seemingly random, I have not been able to confirm the behavior on my PC with a legitimate crash yet, so this could be affecting only some users. However, it has been consistent so far in our Backtrace crash dumps that all standalone GPU crashes/device lost from all users show the timeout (or nothing, if they have a non-Nvidia GPU), and all Editor GPU crashes do have attached .nv_gpudmp data.
For at least some issues, we can just wait for it to occur in an Editor build and work from there, but it would be nice to be able to get better debug info for game crashes.
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