Actually, I just noticed that in my target file, I had:
DefaultBuildSettings = BuildSettingsVersion.V2;
Maybe this is the issue?
Actually, I just noticed that in my target file, I had:
DefaultBuildSettings = BuildSettingsVersion.V2;
Maybe this is the issue?
Interesting, when I put
DefaultBuildSettings = BuildSettingsVersion.V5;
I get this error when I generate project files:
error CS0117: 'BuildSettingsVersion' does not contain a definition for 'V5'
I think V5 is for UE 5.4, no?
V5 should be there if you are o 5.x
You can also try .Latest
Ok, so I tried that, and still getting the same delayed crash.
But here is something interesting.
I tried setting the RHI in project settings to directX 11.
Now, when I open the editor, it gives me this crash/error:
Is this a clue into what’s happening?
Weird that it wasn’t built in the main compile process. Try building it manually.
Also check if you have free space on your hard drive. ShaderCompileWorker needs space to build shaders. If seem other threads mention that it can throw errors with low disk space.
Ok, ran a test on the dedicated server with DirectX 11, and I get a crash, but it’s a different Callstack. Still based on the shader stuff it seems:
[2024.07.05-17.45.13:517][808]LogRHI: Error: Breadcrumbs 'RenderingThread'
Context 1/2
00 Scene
01 BasePass
[2024.07.05-17.45.13:517][808]LogRHI: Error: Breadcrumbs 'RenderingThread'
Context 1/2
00 Scene
01 BasePass
[2024.07.05-17.45.13:517][808]LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Debug.exe
[2024.07.05-17.45.13:517][808]LogMemory: Platform Memory Stats for Windows
[2024.07.05-17.45.13:517][808]LogMemory: Process Physical Memory: 12611.01 MB used, 14451.53 MB peak
[2024.07.05-17.45.13:517][808]LogMemory: Process Virtual Memory: 19854.77 MB used, 20397.07 MB peak
[2024.07.05-17.45.13:517][808]LogMemory: Physical Memory: 31041.86 MB used, 34415.20 MB free, 65457.06 MB total
[2024.07.05-17.45.13:517][808]LogMemory: Virtual Memory: 42399.41 MB used, 38417.64 MB free, 80817.06 MB total
[2024.07.05-17.45.13:517][808]Message dialog closed, result: Ok, title: The UE-Shooter Game has crashed and will close, text: Fatal error!
[2024.07.05-17.45.13:517][808]LogWindows: Error: === Critical error: ===
[2024.07.05-17.45.13:517][808]LogWindows: Error:
[2024.07.05-17.45.13:517][808]LogWindows: Error: Fatal error!
[2024.07.05-17.45.13:517][808]LogWindows: Error:
[2024.07.05-17.45.13:517][808]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
[2024.07.05-17.45.13:517][808]LogWindows: Error:
[2024.07.05-17.45.13:517][808]LogWindows: Error: [Callstack] 0x00007ff6df39543d Shooter.exe!FD3D11DynamicRHI::RHISetShaderUniformBuffer() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp:513]
[2024.07.05-17.45.13:517][808]LogWindows: Error: [Callstack] 0x00007ff6df35ae05 Shooter.exe!UE::RHICore::RHISetShaderParametersShared<FD3D11DynamicRHI,FRHIGraphicsShader>() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RHICore\Internal\RHIShaderParametersShared.h:110]
[2024.07.05-17.45.13:517][808]LogWindows: Error: [Callstack] 0x00007ff6df393f3a Shooter.exe!FD3D11DynamicRHI::RHISetShaderParameters() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp:632]
[2024.07.05-17.45.13:517][808]LogWindows: Error: [Callstack] 0x00007ff6df6d8a52 Shooter.exe!FRHICommandSetShaderParameters<FRHIGraphicsShader>::Execute() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:135]
[2024.07.05-17.45.13:517][808]LogWindows: Error: [Callstack] 0x00007ff6de198c6b Shooter.exe!FRHICommand<FRHICommandSetShaderParameters<FRHIGraphicsShader>,FRHICommandSetShaderParametersString1416>::ExecuteAndDestruct() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1247]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6df6da91d Shooter.exe!FRHICommandListBase::Execute() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:456]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6df6c84ed Shooter.exe!`FRHICommandListImmediate::QueueAsyncCommandListSubmit'::`50'::<lambda_5>::operator()() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:668]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6df6da91d Shooter.exe!FRHICommandListBase::Execute() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:456]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6df6df38f Shooter.exe!FRHICommandListImmediate::ExecuteAndReset() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:794]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6df80b799 Shooter.exe!FRDGBuilder::ExecutePass() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2930]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6df809119 Shooter.exe!FRDGBuilder::Execute() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1923]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6deee8da7 Shooter.exe!RenderViewFamilies_RenderThread() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4578]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6deea5717 Shooter.exe!`FRendererModule::BeginRenderingViewFamilies'::`87'::<lambda_3>::operator()() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4848]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6deecddc5 Shooter.exe!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,`FRendererModule::BeginRenderingViewFamilies'::`87'::<lambda_3> > >::ExecuteTask() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1266]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6db3936f7 Shooter.exe!FNamedTaskThread::ProcessTasksNamedThread() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6db393cee Shooter.exe!FNamedTaskThread::ProcessTasksUntilQuit() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6df82a3da Shooter.exe!RenderingThreadMain() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:412]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6df830e19 Shooter.exe!FRenderingThread::Run() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6db945572 Shooter.exe!FRunnableThreadWin::Run() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff6db938fb7 Shooter.exe!FRunnableThreadWin::GuardedRun() [A:\UnrealSource5p3\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
[2024.07.05-17.45.13:518][808]LogWindows: Error: [Callstack] 0x00007ff885ce7344 KERNEL32.DLL!UnknownFunction []
[2024.07.05-17.45.13:518][808]LogWindows: Error:
EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
is usually a memory issue. Either you have a null pointer and it can’t access that part of memory or it’s a hardware problem
Try adding the debug symbols to your engine
We might get some better info what is causing it.
Can you try it out on another pc to check if it may be a memory problem?
Usually, when I have a nullptr somewhere, the log shows the location and class where this pointer belongs…but here, it’s directly showing the shader functions…
I’m running the engine with a source build. How can I install this debug method on a source build?
I’ll also be logging the shader variable like show below (since this is where it’s crashing).
Oh right you are running from source. How are your system resources looking near crash time. Is there anything out of the ordinary?
Hitting a memory limit, maybe cpu cores at 100%, switching to pagefile use?
I checked the memory and CPU (from Windows task manager), and everything is stable when the crash happens. No spikes.
There was a spike on the SSD “Active Time”, but I guess that’s normal when an application crashes and the drive is working to close it.
How about graphics / power settings. Could it be that the gpu is going into power conserving mode on an adaptive plan causing the loss of RHI? (render hardware interface)
But if it was a problem of GPU, wouldn’t the crash also occur when I play locally (without using a dedicated server)?
I got recommendation (from another social channel) to set r.Streaming.PoolSize
in render settings to a high value. I had it at 1000, and then changed it to 30000. But the crash still happens.
Are you running the server in headless mode or are you using the logging window?
Graphics on the server shouldn’t really be required.
Also have you tried maybe fixing up redirects in the server portion of the project? Perhaps there is some dangling resource causing the crash. An old bp or map that is not cleaned up.
Try running the server exe with the -log command and maybe you might see more info on the server directly.
Yea, I’m currently using the -log command on the server. I didn’t see anything suspicious on the server, but I’ll trigger the crash again and save the server logs.
So to clean the redirects, I usually right click on Contents folder, and click on Fix Up Redirectors
…Is this the way to do it?
Yes
It seems that I can’t reproduce the problem on a different (smaller) map…
That probably means there is something in the map that is causing the crash.
Interesting because in 5.2, I never saw this issue.
Maybe a memory leak? That would explain why it crashes over time.
Maybe check the vram load before crash?
Normal memory might remain within normal parameters but it is the GPU that might be crashing so it might hit it’s memory limit.
Doesn’t look like anything crazy is happening in the performance graphs when the crash happens.
Below is a pic of the stats during the crash (which is shown with the red-dashed line). I don’t see any anomalies here…
This is what I did so far to test.
I’m kind of going crazy here…
Maybe an asset had a bad GUID or something? I noticed that importing more than 1 paragon character would cause an import of a Material Parameter Collection with the same GUID (they all should be unique) causing random crashes upon access.
Maybe a similar situation was happening in your project and the migration maybe made the assets regenerate their identifiers.
Is there a way to reset or refresh GUIDs on all assets in a map?