Crashes opening a 5.4 project

This solved a similar problem for me. My motherboard is an ASUS Z790. Maybe this will help you.

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@3121 @FrostyJas

Excellent post. Everything is working as expected now and once I completed the bios tweeks 5.4.1 is working perfectly and virtual texture support works. Thank you all for finding the solutions.

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Awesome! Iā€™m glad you were able to get everything running! Have a great week!

I have an laptop, Lenovo Legion 5 pro, AMD Ryzen 7 6800H,
RTX 3070, 32GB Ram

And I tried to follow the the solution that Hans had succession with. I couldnā€™t find all the setting in my bios, but I did updated my bios and also I reset everything to default. still no luckā€¦

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I have the same issue with 5.4 and have not found a workaround other than launching with DirectX 11 (-dx11). When I was running 5.4 Preview it worked fine with my demo projects but with the 5.4.0 release (and I re-tested with 5.4.1) I got the same error every time. I can do a new project as BP or CPP, existing projects from 5.3 or 5.4 preview, and they all crash. The only way around it that I have found is to launch the editor with -dx11.

Windows 11 21H2
i10900k
Asus Maximus XII Formula
Asus Strix RTX-3090
128GB Ram
Nvidia drivers 552.22 (I tried a few past releases too which didnā€™t help).

I tried updating and re-installing visual studio. Iā€™m running Visual Studio Community 2022 with MSVC v143 build tools v14.38-17.9.

I also tried verifying the 5.4 install and I also completely removed and re-installed it, but nothing seems to work.

I even compiled the editor from source using the 5.4.1 release and got the same result. But if I switch back to 5.4-preview and compile the editor everything works fine again.

I tried the suggestion 3121 mentioned that fixed his issue, but I have a Z490 board and it didnā€™t help.

Does anyone else have any tips or suggestions on figuring out a solution to this?

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I am having the exact same issue here.

Everything worked great with 5.4 Preview. In fact, I have a project which was originally migrated from 5.3.2 to 5.4 Preview which is the only one that works with 5.4.1? So there is something on that transition from 5.4 Preview to 5.4.1. This is the only project that I can work with 5.4.1.

My system:
AMD Ryzen 9 5900X 12-Core Processor
3080 RTX
W11 Pro

BTW this is not problem on my AlienWare 4070 laptop, everything works as expected.

Thanks

EDIT: I managed to narrow down the problem, to Directx 12. If i create a project with 5.4.1 then I can delete everything but the ā€˜Contentā€™ folder and the .uproject. This lets me open the project then I can enable Virtual textures, SM6, etcā€¦but the one that makes it crash is chanign from Directx 11 to 12. Any ideas why this might happen?

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Thanks, this solution worked for me. Although I donā€™t like that this is the solution. Hopefully Unreal will fix this later on.

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I was getting a shader crash with all 5.4.1 projects at first but after deleting the DerivedDataCache for the engine and verifying it let me create a new TPP project and open it. I then tried creating a new Lyra project for 5.4 and started getting the shader crashes again. I tried the bios edits mentioned in the other thread but it made my computer BSOD loop so I had to revert my settings.

I hope Epic can get a high end PC to test on some day because a lot of their games have had shader issues on my PC and now on 5.4 their entire engine does!

i was having the same problem with line 276 crash. as mentioned above the issue is running 5.4.1 in directx12. i deleted the epic games launcher and every file that had epic or unreal on it. i reinstalled the epic games launcher wich installs directX and 5.4.1 works fine

Chiming in here to say that this still remains an issue regardless of the previous proposed solutions (i.e. bios edits, reinstalling UE5 and Epic Games Launcher, etc. ). The issue occurs when attempting to run ā€¦RHI_DX12. Running DX11 works, but some nanite features arenā€™t supported on DX11 ā€“ Iā€™m trying to utilize the new, albeit experimental, nanite tessellation features in 5.4.1.

CPU: RYZEN 3950XT
GPU: GTX 4080
Mobo: Asus x570

same issue
RTX4090
DDR5 32G
i9 14th
i canā€™t start projects

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Programs\ShaderCompileWorker\Private\ShaderCompileWorker.cpp] [Line: 81]
Mismatched shader version for format PCD3D_SM6: Found version 1443581149 but expected 3827737824; did you forget to build Shader Compiler Worker?
all kinds of BSOD, crashes ā€¦:frowning:

HI

Did you go to this post and look at the screen shots at the end on how to tweek your bios?

https://www.reddit.com/r/overclocking/comments/1axepvu/optimizing_stability_for_intel_13900k_and_14900k/

This issue is still not resoved in 5.4.2.
5.4.0 Preview versions working fine, 5.4.0,.1,2 not.
I have older computer where i cant make those bios changes.
Compiling UE5.4.2 from source give same error. So only -dx11 or -vulcan is working now but without experimental features like tesselation etc. Stuck with 5.3.2

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Can confirm the issue still exists for 5.4.2:

Ryzen 7 5800X
Asus X570-F GAMING
RTX 3070 Ti
Bios version is the last one (5013)
Graphic drivers are the last ones (Studio 555.99)

I tried opening the project from vs and when running with the debugger it mentions this:

F:\Program Files\Epic Games\UE_5.4\Engine\Binaries\Win64\UnrealEditor-RenderCore.pdb: Cannot find or open the PDB file.

Reusing the missing binary from an older version doesnā€™t work as it throws the error:

F:\Program Files\Epic Games\UE_5.4\Engine\Binaries\Win64\UnrealEditor-RenderCore.pdb: PDB does not match image.

Installing debugging symbols seems like it fixed the issue but now it fails in another step, I asked copilot to analyze the error in case it helps:

This error happens because the ensureMsgf statement is being triggered, which indicates that the condition it is checking (false) is always met, leading to the generation of an error message. This is a debugging aid used to catch issues during development.
This might be happening because the shader FNiagaraRibbonVertexReductionPropagateCS, permutation 1, has parameters that are not bound in the shaderā€™s parameter struct. The code checks if all parameters defined in the shader are also present in the BindingContext.ShaderGlobalScopeBindings. If thereā€™s a mismatch in the number of parameters, it constructs an error string listing the unbound parameters and triggers the ensureMsgf to halt execution in debug mode. This suggests that there are parameters in the shader that havenā€™t been properly accounted for in the parameter struct, possibly due to an oversight or changes in the shader that havenā€™t been mirrored in the struct.
A fix would involve reviewing the shader FNiagaraRibbonVertexReductionPropagateCS and its associated parameter struct to ensure all parameters are correctly defined and bound. If parameters have been added or removed from the shader, these changes need to be reflected in the parameter struct as well.

This was the call stack at the moment of the error:

>	[Inline Frame] UnrealEditor-RenderCore.dll!FShaderParameterBindings::BindForLegacyShaderParameters::__l57::<lambda>() Line 315	C++
 	UnrealEditor-RenderCore.dll!FShaderParameterBindings::BindForLegacyShaderParameters(const FShader * Shader, int PermutationId=3, const FShaderParameterMap & ParametersMap={...}, const FShaderParametersMetadata & StructMetaData={...}, bool bShouldBindEverything=true) Line 315	C++
 	[Inline Frame] UnrealEditor-NiagaraShader.dll!BindForLegacyShaderParameters(FShader * PermutationId=3, int ParameterMap={...}, const FShaderParameterMap &) Line 31	C++
 	[Inline Frame] UnrealEditor-NiagaraShader.dll!FNiagaraRibbonVertexReductionPropagateCS::{ctor}(const FShaderCompiledShaderInitializerType &) Line 154	C++
 	UnrealEditor-NiagaraShader.dll!FNiagaraRibbonVertexReductionPropagateCS::ConstructCompiledInstance(const FShaderCompiledShaderInitializerType & Initializer) Line 153	C++
 	UnrealEditor-Engine.dll!FGlobalShaderTypeCompiler::FinishCompileShader(const FGlobalShaderType * ShaderType=0x00007ff960cebc80, const FShaderCompileJob & CurrentJob={...}, const FShaderPipelineType * ShaderPipelineType=0x0000000000000000) Line 9271	C++
 	[Inline Frame] UnrealEditor-Engine.dll!ProcessCompiledJob(FShaderCompileJob *) Line 10501	C++
 	UnrealEditor-Engine.dll!ProcessCompiledGlobalShaders(const TArray<TRefCountPtr<FShaderCommonCompileJob>,TSizedDefaultAllocator<32>> & CompilationResults={...}) Line 10585	C++
 	UnrealEditor-Engine.dll!FShaderCompilingManager::ProcessCompiledShaderMaps(TMap<int,FShaderMapCompileResults,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,FShaderMapCompileResults,0>> & CompiledShaderMaps, float TimeBudget=3.40282347e+38) Line 6908	C++
 	UnrealEditor-Engine.dll!FShaderCompilingManager::FinishAllCompilation() Line 7396	C++
 	UnrealEditor-Engine.dll!UMaterialInterface::PostLoadDefaultMaterials() Line 685	C++
 	UnrealEditor-Engine.dll!UMaterialInterface::PostLoad() Line 251	C++
 	UnrealEditor-Engine.dll!UMaterial::PostLoad() Line 3800	C++
 	UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() Line 1306	C++
 	UnrealEditor-CoreUObject.dll!EndLoad(FUObjectSerializeContext * LoadContext=0x000005678afe9f00, TArray<UPackage *,TSizedDefaultAllocator<32>> * OutLoadedPackages=0x0000008d08f757e0) Line 2262	C++
 	UnrealEditor-CoreUObject.dll!LoadPackageInternal::__l110::<lambda_2>::operator()() Line 1810	C++
 	UnrealEditor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter=0x0000000000000000, const FPackagePath & PackagePath={...}, unsigned int LoadFlags=0, FLinkerLoad * ImportLinker=0x0000000000000000, FArchive * InReaderOverride=0x0000000000000000, const FLinkerInstancingContext * InstancingContext=0x0000000000000000, const FPackagePath * DiffPackagePath=0x0000000000000000) Line 1912	C++
 	UnrealEditor-CoreUObject.dll!LoadPackage(UPackage * InOuter=0x0000000000000000, const FPackagePath & PackagePath={...}, unsigned int LoadFlags=0, FArchive * InReaderOverride=0x0000000000000000, const FLinkerInstancingContext * InstancingContext=0x0000000000000000, const FPackagePath * DiffPackagePath=0x0000000000000000) Line 2068	C++
 	UnrealEditor-CoreUObject.dll!LoadPackage(UPackage * InOuter=0x0000000000000000, const wchar_t * InLongPackageNameOrFilename=0x0000008d08f77020, unsigned int LoadFlags=0, FArchive * InReaderOverride=0x0000000000000000, const FLinkerInstancingContext * InstancingContext=0x0000000000000000) Line 2044	C++
 	UnrealEditor-CoreUObject.dll!ResolveName(UObject * & InPackage=0x0000000000000000, FString & InOutName={...}, bool Create=88, bool Throw=168, unsigned int LoadFlags=0, const FLinkerInstancingContext * InstancingContext=0x0000000000000000) Line 1246	C++
 	UnrealEditor-CoreUObject.dll!StaticLoadObjectInternal(UClass * ObjectClass=0x0000056782704d80, UObject * InOuter=0x0000000000000000, const wchar_t * InName=0x00000567c0e5eec0, const wchar_t * Filename=0x0000000000000000, unsigned int LoadFlags=0, UPackageMap * Sandbox=0x0000000000000000, bool bAllowObjectReconciliation=false, const FLinkerInstancingContext * InstancingContext=0x0000000000000000) Line 1356	C++
 	UnrealEditor-CoreUObject.dll!StaticLoadObject(UClass * ObjectClass=0x0000056782704d80, UObject * InOuter=0x0000000000000000, const wchar_t * InName=0x00000567c0e5eec0, const wchar_t * Filename, unsigned int LoadFlags=0, UPackageMap * Sandbox=0x0000000000000000, bool bAllowObjectReconciliation=true, const FLinkerInstancingContext * InstancingContext=0x0000000000000000) Line 1430	C++
 	[Inline Frame] UnrealEditor-Engine.dll!LoadObject(UObject *) Line 1959	C++

After this I just asked VS to continue the compilation and to ignore the error (twice), then I was able to start the engine.

Maybe nothing of this is helpful, but this level of debugging is beyond my knowledge.

Hello,

As for me setting DirectX 11 instead of default DirectX 12 fixed the issue for me in version: 5.4.2 using AMD Radeon RX6800 and IntelĀ® Coreā„¢ i7 14700K.

To launch Unreal Engine 5 (UE5) with DirectX 11 instead of DirectX 12, follow these steps:

  1. Open your UE5 project folder.
  2. Edit the file located at ā€œpath_to_your_UE5_project/config/DefaultEngine.iniā€.
  3. Find the line that says ā€œDefaultGraphicsRHI=DefaultGraphicsRHI_DX12ā€.
  4. Change it to ā€œDefaultGraphicsRHI=DefaultGraphicsRHI_DX11ā€.
  5. Save the file and restart UE5.

I donā€™t know why this problem is happening. Officially this needs to be fixed!

So an update on my progress with this issueā€¦for other reasons than this (new larger NVME drive) I setup a fresh windows 11 on 23H2 (previously on 21H2) and then installed Epic Games Launcher and Unreal 5.4.2 and it works just fine in that windows install. But my previous existing install is still broken. Iā€™m trying to compare what may be different between the two to pin-point the exact root cause.

This worked for me on same crash with every project i tried to open ā€œdelete all from directorey C:\Users\UserName\AppData\Local\UnrealEngineā€

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Same issue still exists for me - Assertion failed: uint32(Allocation.BaseIndex + Allocation.Size) <= StructMetaData.GetSize() [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderParameterStruct.cpp] [Line: 276]

I am yet to get into 5.4.2. Just gets about 45% then crashes.
5.3.2(and all other earlier versions) work perfectly fine for me.

System Specs:
i9 13900k
gtx 1070
asus z790-e gaming wifi
64gb DDR5 ram 6600MHz CL32

I have tried all ā€˜fixesā€™ posted here(including tweaking the bios to default settings then applying all intel recommended settings) and all my drivers are latest ones.
Nothing seems to work.

EDIT - Changing to Directx 11 works, but is a pain to keep having to do. I really hope EPIC fixes this asap

Same problem here in my 5.4.2. I created a copy from my 5.3. project and some levels crashes. But not all of them.

Ryzen TR 24C /192 GB
Asus TR40 Pro
RTX4090