Constant GPU Crashes after upgrading to 5.54


We just upgraded to 5.54 and I am constantly crashing. Im on windows 10

Any help would be amazing as we are less then a month away from our vertical slice

what is in the Editor/Engine log at the point of the crash?
[ProjectName]/Saved/Logs/[ProjectName].Log

  • the reason for and the crash report is at the bottom (as a note this file is regenerated every time you start the editor, have the crash happen and then look at the log

what is in the GPU mini dump (in the screen shot) this “should” be readable with a text editor, or try to find a program that can read them.

are your drivers for your video card up to date? at least to the studio driver not necessarily the “Game Ready Driver”, the former often lagging behind, and more stable then the latter.

what type of error/exception is being received by the Editor/Engine? (Memory Access Violation, OutOfBounds, VRam max exceeded)
does it happen at the same point every time (same level, same section, is an event happening that does things to textures?
does this happen for everyone on the team or just you?
Have you moved your system recently? (honestly connectors some times only take a little vibration to loosen, and any vibration can make GPU sag worse)
can you have someone else on the team look at art assets (models, textures, materials) especially things that are being referenced in Blueprints or C++ outside of the material shaders? (if you are a team of 1 then try to extract the art assets a few at a time into another project, or look at them on another PC if you can)

Heyo

[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: PageFault: PageFault at VA GPUAddress “0x3C5C02000” (GPU 0)
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: PageFault: Last completed frame ID: -1 (cached: 4683) - Current frame ID: 4685
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: PageFault: Logging all resource enabled: No
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: PageFault: Found 0 active tracked resources in 16.00 MB range of page fault address
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: PageFault: Found 0 active heaps containing page fault address
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: PageFault: Found 0 released resources containing the page fault address during last 100 frames
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: DRED: No breadcrumb head found.
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: DRED: No PageFault data.
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: Video Memory Stats from frame ID 4685:
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: Local Budget: 9285.00 MB
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: Local Used: 4937.91 MB
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: System Budget: 31843.69 MB
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: System Used: 473.76 MB
[2025.05.12-20.53.04:967][262]LogD3D12RHI: Error: Shader diagnostic messages and asserts:

Device: 0, Queue 3D:
	No shader diagnostics found for this queue.

Device: 0, Queue Copy:
	No shader diagnostics found for this queue.

Device: 0, Queue Compute:
	No shader diagnostics found for this queue.

[2025.05.12-20.53.22:348][262]LogAudioMixer: Warning: AudioMixerPlatformInterface Timeout [11 Seconds] waiting for h/w. InstanceID=1
[2025.05.12-20.53.22:348][262]LogDerivedDataCache: C:/Cache: Maintenance finished in +00:02:08.945 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 61138 files in 61729 folders with total size 13785 MiB.
[2025.05.12-20.53.22:348][262]LogWindows: FPlatformMisc::RequestExit(0, WindowsPlatformCrashContext.ReportGPUCrash)
[2025.05.12-20.53.22:348][262]LogWindows: FPlatformMisc::RequestExitWithStatus(0, 0, WindowsPlatformCrashContext.ReportGPUCrash)
[2025.05.12-20.53.22:348][262]LogCore: Engine exit requested (reason: Win RequestExit)
[2025.05.12-20.53.22:351][262]LogWindows: FPlatformMisc::RequestExit(1, D3D12Util.TerminateOnGPUCrash)
[2025.05.12-20.53.22:351][262]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, D3D12Util.TerminateOnGPUCrash)
[2025.05.12-20.53.22:351][262]LogCore: Engine exit requested (reason: Win RequestExit; note: exit was already requested)

},
{
“Active Warps”: [
{
“GPU PC Address”: “compute_02 @ 0x00002790”,
“Shader mapping”: null,
“Warp count”: 3
}
]
},
{
“Faulted Warps”: [
{
“Fault Description”: “A shader instruction caused an MMU fault when accessing memory.\nThis can be caused by shader bugs and binding setup issues, or possibly by a shader compiler bug or shader microcode corruption.”,
“Fault Name”: “MMU Fault Error”,
“Shader GPU PC Address”: “compute_02 @ 0x00002720”,
“Shader mapping”: null
}
]
},
{
“Fingerprint”: {
“Hash”: 8332691662716805522,
“Quality”: 20
}
}
]

This also might be helpful

between the 2 of these:
a page fault typically is caused by attempting to access memory well outside of alloc: either it exceeds the possible values alloc could ever give (typically a value greater then the amount of RAM physically in the system), or is registered to a program the current program does not have access to read from or write to.

an MMU fault is technically the same thing, but for GPU.

in escalating severity response:
this can be caused in one of 2 ways either what the driver responded with: one of your shaders is incorrectly compiled for the GPU, or corrupted

  • if you are rolling your own rendering or shader compilation you might have some work to do to ensure the translation to at least nVidia GPU is correct
  • if you are using purely out of the box material shader functions/nodes then you might need to create an MVP that experiences this issue (figuring out which is doing it) and submit the material as part of a bug report. You might be able to get in contact with some of the engine graphics programmers, they supposedly hang out in some publicly facing discord channels, but this could be spoty.

, your driver might have become corrupted so it is not processing the commands correctly (run DDU on your system to remove all nVidia graphics drivers, and AMD or intel Graphics drivers that exist) then do a fresh driver install.

The most sever it could be your GPU has a faulty memory controller, or memory chip, you might be able to spot this with running something like FurMark at as high resolution as you can for like 30-40 minutes seeing if you experience a crash with that. with Task manager open make sure the card is at high memory usage.