Crash Error in Unreal 5.7.1

Hi! after updating the project from 5.6 to 5.7, I get the following crash during level loading.

The level on Lumen and I was eventually able to load it when I deleted the geometry uploaded via datasmith from 3dsmax. I was waiting for it to be fixed on 5.7.1, but the error remained in the same place. Nvidia rtx a4000 graphics card and latest Studio 581.80 drivers. I’ve tried loading on different comuters with powerful graphics cards and up-to-date drivers, and it’s the same everywhere.

Also my Log:

MY_PORTFOLIO_UE57.log (18.4 MB)

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Hello there @d1myan!

Checking through your log, I think what you are encountering doesn’t depend on the engine version. For starters, we have a D3D12 crash at level load, the system being unable to create a resource, due a memory limit or an invalid string:

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 1030]
Adapter->CreateCommittedResource(…) failed at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:524 with error E_INVALIDARG

Then we have multiple entries of different mesh assets in your scene with surprisingly high memory counts:

Building static mesh Volvo_ES90_2026_BODY (Required Memory Estimate: 820 MB)
Building static mesh CGAXIS_089_22_00 (Required Memory Estimate: 483.484671 MB)
Building static mesh Shape2668 (Required Memory Estimate: 494.649032 MB)

As a general rule, any asset (even a complex one) asking for more than 200mb could be considered a warning, reaching for 400 or 800 pretty much guarantee a crash. Meaning, you were correct in your approach, deleting the datasmith assets. Said elements are most lilkely affected by excessive tri-count, corrupted geo, or invalid Nanite data.

In order to resolve this, the affected meshes need to be reviewed in 3dsmax, you can ran optimizer functions on them to reduce the tri count, check for any non-manifold geo, merge elements, etc. Then, in engine, I would test disabling Nanite those assets only, during re-import.

If the issue persists after these changes, there are a few alternatives to test. Since you have a nVidia GPU, you can clear up your current set of drivers, and change them to Developer drivers, as these are more stable for engine work.

And since your project was updated from 5.6 to 5.7, there could be some old assets interfering, whcih can be solved with a cache clear. Simply navigate to your project’s main directory, and delete folders Intermediate, DerivedDataCache, and Saved. After that, relaunch your project, and allow it to rebuild.

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Thanks for the help! But I’m afraid it’s possible because of the materials or rvt. I created a new empty black level. I connected a sub-level there, in which datasmith urban buildings are low-poly and rvt. Everything connected, I added direct light - ok, but as soon as I added Sky Light - the same error pops up.

All these objects and materials worked without problems in unreal 5.3, 5.4, 5.5, 5.6. I continued to delete objects one at a time. I’ve deleted almost everything, leaving only one building and a master plan. Skylight is added, but after 30 seconds the scene crashes with the same error.

The second scene with other buildings loads without problems.

Hello again, and thanks for the follow up with further testing. That’s quite a specific conflict you have now, as everything worked as intended until 5.7.

Meaning, there’s not much background to work with, considering 5.7 released just about three weeks ago. This may be a shot in the dark, but is your RVT Volume present in the bare bones level? Since one of the remaining options to explore here was the possible clash between Lumen (the Skylight) and your virtual textures. If it is, test disabling RVTV, and re-adding the skylight.

If the crash continues, then the issue must be tied to something related to 5.7 itself, which should be patched soon in an update or hotfix. In the meantime, I would suggest sticking to 5.6 until the problem is addresed.

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I keep experimenting: it doesn’t seem to be because of the materials and rvt. I created another black level and started adding several datasmiths to the scene in turn, and eventually unreal crashed with the same error.

Having the same issue now after updating to latest nvidia drivers. Always something.

I keep looking for the cause of the error: I created a new clean unreal 5.7.1 project, downloaded the latest Datasmith plugin, and re-transferred lowpoly at home from 3dsmax to the new Unreal project. The 3dsmax objects are made by the RailClone plugin, Datasmith import to Unreal as HISM. Everything was exported, but after Skylight - Unreal was created, it crashed with the same error. I just imported the same Datasmith file into Unreal 5.6 and it imported without errors and with Skylight lighting.

It seems the key interaction remains, skylight + datasmith asset just refuse to cooperate. Dave’s post brings a different angle though, that the issue started with driver updates. That’s something we did mention in starting posts, but I’m not sure if it was implemented.

Just in case, I would suggest using DDU to fully remove your current set of drivers, and replacing them with nVidia’s developer drivers, then check if the problem remains active.

I conducted these experiments on 2 different computers with different drivers (all studio drivers): 572.60, 581.80, 591.44. I forgot to say that the 3dsmax objects are made by the RailClone plugin, Datasmith import to Unreal as HISM. I just imported the same Datasmith file into Unreal 5.6 and it imported without errors and with Skylight lighting.

Understood, and if you update any of those two test builds to 5.7, does the crash re-appear? If that is the case, then this is definitely a problem related directly to the latest UE, part of the interaction between lumen and datasmith is in conflict for this setup.

As stated before, the best course for the moment is to continue working with 5.6, until a patch is released for this interaction.

yes, when I upgrade a new 5.6.1 project from datasmith to unreal 5.7.1, the project opens, and after some actions (deleting Skylight), an error appears.

I’ve made my datasmith objects freely available - if anyone needs it to identify an error. You can make sure that there is nothing special there.

I notice that this error appears in special cases and perhaps not everyone encounters it, but for me it is closely related to the pipeline of work. And I’m afraid that the developers may not fix it.

EDIT:

It happens when:
Lumen+HWRT+Skylight(Realtime)+Too much data in World Partition,

if one of the overheads is changed crash does not happen.

Have the same error also but on the 5.7.0 started project (RTX 4070 Ti Super)

  • it might be the newest nvidia drivers release (Studio) issue? It happens when i load too much assets in World Partition mostly. Using Ultra Dynamic Sky . Happened today - yesterday without any issues. Also get strange errors that Defender block my .dll (Bad Image) and wish its not corelated..

2025.12.18-09.31.24:674][586]LogPhysics: Warning: Invalid Simulate Options: Body (sm_Wall_01a.StaticMeshComponent SM_Door_02a) is set to simulate physics but Collision Enabled is incompatible
[2025.12.18-09.31.24:764][586]LogBlueprintUserMessages: Starting up Ultra Dynamic Sky version 9.2
[2025.12.18-09.31.24:771][586]PIE: Server logged in
[2025.12.18-09.31.24:773][586]PIE: Play in editor total start time 3,858 seconds.
[2025.12.18-09.31.25:006][587]LogRenderer: Recreating Persistent SBTs due to initializer changes:
NumShaderSlotsPerGeometrySegment changed: current: 1 - new: 2
NumGeometrySegments changed: current: 0 - new: 33024
[2025.12.18-09.31.25:183][588]LogRenderer: Recreating Persistent SBTs due to initializer changes:
NumGeometrySegments changed: current: 33024 - new: 65792
[2025.12.18-09.31.25:217][589]LogD3D12RHI: Display: D3D12 CreateCommittedResource failed with params:
Heap Type: 1
Heap Flags: 4096
Resource Dimension: 1
Resource Width: 16859136
Resource Height: 1
Array Size: 1
Mip Levels: 1
Format: 0
Resource Flags: 0
[2025.12.18-09.31.25:217][589]LogD3D12RHI: Error: Adapter->CreateCommittedResource( InDesc, GetGPUMask(), HeapProps, InInitialD3D12Access, InResourceStateMode, DefaultAccess, InClearValue, &NewResource, InName, false) failed
at C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:524
with error E_INVALIDARG

[2025.12.18-09.31.25:227][589]LogWindows: Error: appError called: Fatal error: [File:C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 1030]
Adapter->CreateCommittedResource( InDesc, GetGPUMask(), HeapProps, InInitialD3D12Access, InResourceStateMode, DefaultAccess, InClearValue, &NewResource, InName, false) failed
at C:\Users\szymo\Desktop\5.7.1\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:524
with error E_INVALIDARG

Hello!
I encountered the same issue but only using Pathtracing and a complex Actor made up of many Static Meshes. It seems that this can be temporarily fixed by setting r.D3D.CheckedForTypedUAVsto 0. Since this is a read only command you will need to add it to your DefaultEngine.ini. Mysteriously, if you do enter this command into console, it will say it is read only though will then launch without this issue? Also it does seem this will be a temporary fix as Commit 5f19039 looks to fix this issue. Hopefully this will be in a future hotfix for 5.7!