I get these errors popping up when doing a HLOD build, or even building all levels. Any tips and tricks to solve these errors? Is there a good way to check the callstack? I checked the log but I must of missed what the actual issue is.
Most assets are using Nanite. I’m blueprint heavy so I don’t know much C++. Any help is greatly appreciated!
Have you tested this with DirectX 11(Instead of 12), by chance? Sounds odd. But, a lot of the exception access violations are remedied by using 11. Although, it’s not always a ‘one size fits all’ situation. Let me know! I’ll be happy to look into additional info!
I’m using UE5.3.2 with DX12 with SM6 because I’m using nanite.
When experimenting I switched to DX11 and my build was taking longer…which may be a good thing? Usually around 2 min in under DX12 I’d get a fatal error. I didn’t with DX11.
I cancelled the DX11 build after I realized I needed DX12 for Nanite. Is there another workaround?
I’d consider pulling the files to a new project and see if it happens there as well. The Exception Access Violations can be a bit of ‘process of elimination’ at times. (Certain ones at least)