Hello,
I’ve started to use UE5 for some month now and having a lot of fun with it. But sometimes the engine just crashes every 2 clicks.
I don’t think that my blueprints are the reason for that since those mistakes usually produce some kind of error message.
The crashes occur randomly e.g when using the right-click context menu or changing the type of a variable. Lately I tried to change the return type for an interface function and it took me literally 3 days of trying till it worked. It would just crash every time i got to the menu. It can be very frustrating when you want to do something for your project after work but you just cant.
There will be no error message or code.
I’ve tried so fr:
-different versions of the engine (5.1-5.5)
-frequently deleting the temporary data
-updating drivers
-pc specs should be fine
What could be the reason or solution to that?
I have rx5700 XT which has produced a lot of bugs of any kind so far and using the sunsky and the state tree plugin which I think are experimental. However, the crashes do not seem to occur especially when using those plugins. I’m not using any custom code or so far.
Are there any suggestions?
The officially recommended minimum RAM capacity for UE5 is 32GB. When it comes to your 8GB VRAM, it should do fine.
If you have 16GB or lower RAM capacity, the engine can indeed be laggy at times. To get a smoother experience, you can consider reducing the scalability of the project from the Settings (on the top right) > Engine Scalability Settings
However if you meet the specs, make sure that the editor is set to run on high performance from Windows Settings > System > Display > Graphics
I have 32gb of ram, but now I saw people are using much more… yet however, when checking it windows would only show a usage around 3GB Ram. I will try your suggestions and see if it will help, thank you so far.
According to me 32 is far enough. The problem you are mentioning shall not come from it (It doesn’t seem coherent). You should dig in an other direction. Still do not hesitate to highlight if I’m wrong.
For example, you can’t work on a realistic open world with 32GB RAM capacity. (Wanned to add a note here, you can, but 32GB on a very advanced project is like 16GB on an average one, it’s not ideal. That being said, there are still things you cannot do with 32GB.)
But like I said, it will of course get you a decent experience from the editor. It’s the minimum recommended capacity, not the required capacity. You can also use the editor with 16GB of RAM, it would just be laggy at times.
(Btw I got to test the editor with a wide range of RAM capacity, here are some extra info that might be useful. Even for a small project 32GB from 16GB does make a big difference in performance. And 64GB can also be a necessity depending on the project. Other than necessity, it would still be recommended over 32GB even if you’re not working on a very high scale project, but using VS 2022 on the side!)
That’s NOT right
Were you able to check if the editor is set to run on high performance?
So I checked it again and Windows shows a usage of 3.2GB Ram going up to ~3.7GB, Engine says 4.2GB. It runs at ~110Fps. I also lowered the engine scalability settings. Yet I’m not sure if the pc is the problems, since the crashes happen a lot when doing simple stuff, like changing a variables class.
Like I said, I did check this.
Yet after some testing it does not seem to change anything. The crashes do still occur. I don´t have the feeling that they occur less often so, sometimes there is only one crash, sometimes I can hardly do anything because it crashes permanently.
I will try to figure out similaritys between the crashes if I can.
Does anybody know if there are problems with the 5700XT so far?
Hi, thats just Unreal Engine stuff.
Unreal Engine is just a prototyping tool., its best not to get too invested in it you will not be able to finish your project in it.
Well thats AMD so it should be a lot better for using Unreal Engine (NVidea does not work with Unreal Engine).
It will be a lot better when you start working on it in the final engine you decide to use (source 2, godot, cryengine etc).
Nvidia cards do work with Unreal Engine. If you had a card with insufficient VRAM, that might be the reason that it didn’t work for you if you’re spaking from your personal experience.
Additionally, due to better ray tracing performance, Nvidia cards are in fact preferred over AMD cards in projects that utilize that feature, plus there are other benefits in gaming and game development. This shouldn’t be interpreted as “AMD cards are not ideal for Unreal”, there are no issues with them as well.
You should not spread this false claim in other topics too, like this one. Users who see them in the future might be mislead into believing that.
Well I havent had you respond to my threads or topics and nobody from Epic or Unreal has responded to my emails, bug reports, posts or problems.
I have the evidence it doesnt work.
I am trying to save people money by not geting invested into Unreal.
I lost a contract today, id hate that to happen to other people.
Source 2, Godot, CryEngine or Unity if they want to finish a project.
I provide the evidence.
Want me to post all my submitted bug crash numbers? I have 500+.
I have built an entire new PC.
I have restarted the projects entirely from scratch.
I think it might be that too to be honest.
I was trying to use it as working software instead of something taking up 2.5 TB of data from copy and pasted clones of the same project because I cant rely on it to work next time I open it (I learned that trick after the first 3 months of working on the same problem.
I shouldnt have approached it expecting it to work as a game engine, I should have just looked at it as a space filler.
The best crashes are when you just open a brand new project with nothing it at all beyond a VR template and you are informed you removed your GPU.
I do enjoy filling the Unreal Engine teams inboxes though.
I wonder how many new drives I will have to buy before this is over?
What evidence? That Unreal doesn’t work with Nvidia cards? Look, I get that you might be frustuated. But posting on various other topics to not use Unreal or Nvidia just because of a certain issue you’ve experienced won’t fix your issue.
Your post above doesn’t provide many details. I assume it’s also hard to find a clue for you too, but I’d recommend trying to find as much as you can and updating the older topic you created with your latest findings, and hopefully you can get a fix.
Other than this suggestion, there’s nothing much to say currently. Good luck on your further investigation!
5 PCs tested.
New PC built from ground up (to see if it fixes this problem)
500+ bug reports filed.
20+ emails sent.
What conclusion should be drawn from the results?
Ive updated my topics, theres a lot more than the two threads. Many more.
I’ll be here giving the advice im giving until I get a fix (or even a response from the dev team) as after 5.5 months of the same issue, its clearly an issue and I dont want people stuck with Unreal after spending their money on assets and putting the same time as I have in.
I was originally hoping for a release for my game in Christmas 2025.
Now I am looking at Summer 2026.
Not everyone has the time or money to take half a year off for software that does not work.
When 2+2=4 and not 5 I can get back to work and not on the forum.
I seriously do not want to be here typing this.
AT ALL.
For the other people reading this thread in archives, maybe they can find a fix for their issues in my threads and they can check off everything I have done and then they can join me screaming into the wind:
Just to throw out a random guess: Maybe your frame times are too long, which is causing the driver to assume the device is not responding. It could also be caused by loading large assets in the Content Browser (even if they’re not in the level).