Crash always in the same place, can't find solution

Hello, i have a big problem, been working on a project for over 10 month now, and it’s releasing on steam but people report a crash somewhere, and after investigation i can reproduce the crash even in my viewport.

It’s always the same, i go somewhere, there is nothing in particular but i crash. Message is always the same

DashOrDie.log (212.6 KB)

So i attached my log, maybe someone have an explanation for this ?

It’s very frustrating, i can’t get any information of WHAT have crashed…

thanks much

If you download the debugger symbols, you’ll get a much better idea of what’s going on

image

image

Hello, thanks, i’m not coding in C++ … is it really usefull ?

Yes, instead of giving you a helicopter view, it actually tells you the chain of events that caused the crash.

You were right, i have more information now, but i still can’t figure out what the problem is !, here is what it gives me:

LoginId:427d1fa24296f1f7092075b2ce7d04c5
EpicAccountId:d47207f221a5434fb673d8e2635a3f56

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_Core!FMemStackBase::FreeChunks() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\MemStack.cpp:380]
UnrealEditor_RHI!FRHICommandListBase::~FRHICommandListBase() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:219]
UnrealEditor_RHI!FRHICommandListImmediate::QueueAsyncCommandListSubmit'::50’::<lambda_5>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:668]
UnrealEditor_RHI!TRHILambdaCommand<FRHICommandListImmediate,FRHICommandListImmediate::QueueAsyncCommandListSubmit'::50’::<lambda_5> >::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:471]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:461]
UnrealEditor_RHI!FRHICommandListImmediate::ExecuteAndReset'::35’::<lambda_4>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:772]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:328]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Well, your GPU is crashing.

Things to check out

  1. Do you have the latest drivers ( studio, not game ready )

  2. Is your card up to the task ( 1660 or above with >= 6-8GB VRAM )

  3. Does it happen in any level, or only one with a lot of assets?

  4. You might need to go back to DX11? ( that really depends )

I’ll try what you say, i have an EVGA 3090 with game ready drivers so i’ll swap.

It happen in a specific level, when i look in a particular direction but it’s so vague, sometimes it doesn’t happen but it happen 80% of the time at the same location, i already tried to remove stuff but i can’t find out what it is, it’s VERY difficult to reproduce the crash as sometimes i just wander in the level waiting for it to happen…

1 Like

Ok, so 2 is out.

Also 4, if you have win11?

Ok so i’ve been updating my driver to Studio, i changed to DX 11, nothing has changed i keep crashing… and i still have absolutely NO CLUE AT ALL why it’s driving me crazy :frowning:

i have win 11 yes

Also the code has changed

LoginId:427d1fa24296f1f7092075b2ce7d04c5
EpicAccountId:d47207f221a5434fb673d8e2635a3f56

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_Core!_mi_malloc_generic() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\page.c:875]
UnrealEditor_Core!_mi_heap_malloc_zero() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\alloc.c:148]
UnrealEditor_Core!mi_heap_malloc_zero_aligned_at() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\alloc-aligned.c:47]
UnrealEditor_Core!mi_malloc_aligned() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\alloc-aligned.c:97]
UnrealEditor_Core!FMallocMimalloc::Malloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocMimalloc.cpp:67]
UnrealEditor_Core!FMemory::Malloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:27]
UnrealEditor_Core!FPageAllocator::Alloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\MemStack.cpp:242]
UnrealEditor_Core!FMemStackBase::AllocateNewChunk() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\MemStack.cpp:353]
UnrealEditor_Renderer!operator new() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\MemStack.h:263]
UnrealEditor_Renderer!FRDGBuilder::AddPass<FLumenCardPassParameters,FDeferredShadingSceneRenderer::UpdateLumenScene'::90’::<lambda_3> >() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:308]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::UpdateLumenScene() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Lumen\LumenSceneRendering.cpp:2081]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3463]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4574]
UnrealEditor_Renderer!FRendererModule::BeginRenderingViewFamilies'::87’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4848]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::87’::<lambda_3> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::87’::<lambda_3> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Like I say, you can probably stick with DX12.

I’m only guessing from the log, but I’d say, it’s crashing while allocating memory for rendering. That might mean your GPU is running out of VRAM?

Have you tried switching between forward shading and deferred?

When you’re running in the editor, do you get any warnings or errors in the log?

Ok,
So i got back to DX 12 and enabled forward shading, now it seem to be stable !

However my game looks very ugly…

There is a few warning in the output log but nothing really problematic, just missing objects or this

and this while playing

1 Like

Well, some pattern is emerging :slight_smile:

I saw this

are you using that console command somewhere. Maybe try disabling that first, see if it makes any difference.

And, strangely, switching back to deferred rendering might be ok now? ( possibly )

Looking at it a bit more, I see of course

image

I think that’s too much of a coincidence. You’re getting an RHI crash, and something isn’t right here.

There’s an article here about PSO

I’d have a go at turning it off. Did you turn it on specifically?

Hello afer hours of search, it was the loca height fog that was make me crashing, removing it solved the problem… i don’t have any other information !

Thanks for your help, it’s still weird

1 Like

Well spotted!

What gave you the idea is was local fog?

I have messed with local fog quite a lot, but at the moment, I still find fog cards look crisper. The local fog is fairly messy :slight_smile:

I don’t know if you’ve seen this

Bit of a mare to write and understand, but I think he gives the material away. Looks much better in my opinion ( but might be heavy, not sure about that ).