crashes UE5.6

crashes when i create full rig,if somehow in 50 attempts it finishes rig,it crash on assemble.(You do not have any debugging symbols required to display the callstack for this crash.) this is the error

Hello there @aayatfilms!

Considering the error you are receiving, it’s most likely caused due missing components in your UE install. In the launcher, check the dropdown menu for Options, then you will see “Editor symbols for debugging” in the available installations.

Once that’s added, the issue should dissapear. If not, you will at least have a full crash log available, which you can share in the thread, for a further investigation.

Where To Find Local Crash Reports

Crash reports from the editor are stored on your local machine in your project’s Saved/Crashes folder.

Alternatively, you can find crash reports on a user’s local machine in C:\Users[Your Windows Username]\AppData\Local[Project Name]\Saved\Crashes.

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hello sir,
i have installed editor symbols for debugging and i turned off firewall network protection before full rig and assemble …it still give me the same error.its always crashing on right after first screenshot.


hello sir , crash report

LoginId:0a265787462224e5eaff9cb79944df16
EpicAccountId:865b272cf441419a8e8b5a5eae7b5c57

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000039d78bfe8f

UnrealEditor_MeshUtilitiesCommon!FOverlappingCorners::Add() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Private\OverlappingCorners.cpp:113]
UnrealEditor_MeshUtilitiesCommon!FOverlappingCorners::FOverlappingCorners() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Private\OverlappingCorners.cpp:55]
UnrealEditor_MeshUtilitiesCommon!FOverlappingCorners::FOverlappingCorners() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Private\OverlappingCorners.cpp:30]
UnrealEditor_MeshUtilities!FMeshUtilities::FindOverlappingCorners() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:1274]
UnrealEditor_MeshUtilities!FMeshUtilities::CalculateNormals() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:5282]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTask::DoTaskWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:655]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor!LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::13’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::13’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:387]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:724]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:188]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

Hello again!

Thank you for the update and log extract. It is very strange that the error remains related to the debugging symbols module that is already installed.

The crash seems to be ocurring during the FOverlappingCorners process, which is part of the skeletal mesh processing. Then, considering “EXCEPTION_ACCESS_VIOLATION writing address”, this ties to memory corruption, or a null reference.

From what I could gather around the community, this part of the process is involved on mesh data, vertex positions, and generating normals. So, the crash is most likely related to invalid data in your mesh, or corrupt elements in the imported FBX (like LODs).

Considering this, there are some options to test:

  • Check for any invalid data in your mesh. In editor, check the number of vertices, review the import settings used, and temporary remove any LODs implemented on it.

  • Open the mesh in Blender, and perform checks for duplicated/merged verts. As well, select all mesh by trais, and clear all areas of any Non-Manifold geometry.

  • Go to your project folder, and clear the Derived Data Cache folder (usually at C:\Users<YourUser>\AppData\Local\UnrealEngine\Common\DerivedDataCache).

  • Ensure your GPU graphics drivers are up to date, and use the Developer version, if available.

  • Test again with a minimal, simplified mesh, to see if the crash repeats again.

hello sir…please give me solution for this.
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 551]
Shader compilation failures are Fatal.

UnrealEditor_RHI!HandlePipelineCreationFailure() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp:553]
UnrealEditor_RHI!FCompilePipelineStateTask::CompilePSO() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp:3093]
UnrealEditor_RHI!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]
UnrealEditor_RHI!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]
UnrealEditor_RHI!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::13’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:365]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:724]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:188]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

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