Editor Crash on Startup? (Assertion failed: GEngine->BlueNoiseScalarTexture...)

Hey folks, after a perfectly fine day working in the engine yesterday, I’ve started my PC up this afternoon and now I’m getting this error when trying to start the project:

Assertion failed: GEngine->BlueNoiseScalarTexture && GEngine->BlueNoiseVec2Texture [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\BlueNoise.cpp] [Line: 29]

Never really knowingly got involved with anything Blue Noise related, and going back to an earlier commit of the project it still happens so it wasn’t my recent changes. I’ve verified the engine files and still get this. I’m using the latest NVIDIA drivers for my card.

The only thing that has changed other than the project changes (which aren’t the cause) is an upgrade to UE 5.2.1 but this was at the start of my day yesterday which means I had the whole day working fine…

The splash screen opens fine and closes, then the editor starts up minimized, I see the little “shader compile” box for a second and then the engine crashes.

Anyone aware of what might be causing this?

Full part of the crash log:

[2023.06.22-19.25.14:348][  0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2023.06.22-19.25.19:748][  0]LogSlate: Took 0.006391 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
[2023.06.22-19.25.19:748][  0]LogSlate: Took 0.008098 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' (157K)
[2023.06.22-19.25.19:748][  0]LogSlate: Took 0.000703 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
[2023.06.22-19.25.19:748][  0]LogViewport: Scene viewport resized to 1374x557, mode Windowed.
[2023.06.22-19.25.19:748][  0]LogWindows: Error: === Critical error: ===
[2023.06.22-19.25.19:748][  0]LogWindows: Error: 
[2023.06.22-19.25.19:748][  0]LogWindows: Error: Assertion failed: GEngine->BlueNoiseScalarTexture && GEngine->BlueNoiseVec2Texture [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\BlueNoise.cpp] [Line: 29] 
[2023.06.22-19.25.19:748][  0]LogWindows: Error: 
[2023.06.22-19.25.19:748][  0]LogWindows: Error: 
[2023.06.22-19.25.19:748][  0]LogWindows: Error: 
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff939908b18 UnrealEditor-Renderer.dll!GetBlueNoiseParameters() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\BlueNoise.cpp:29]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff93a86524d UnrealEditor-Renderer.dll!CreateTranslucentBasePassUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:992]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff93a864546 UnrealEditor-Renderer.dll!CreateTranslucentBasePassUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1022]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff93a525050 UnrealEditor-Renderer.dll!FRendererModule::DrawTileMesh() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Renderer.cpp:287]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff943d3208e UnrealEditor-Engine.dll!FCanvasTileRendererItem::FRenderData::RenderTiles() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TileRendering.cpp:204]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff943c8101e UnrealEditor-Engine.dll!<lambda_3a655bd24964719e6beb887e804b672f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TileRendering.cpp:310]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff943d95344 UnrealEditor-Engine.dll!<lambda_a1e5f011483362145ccfebc224fcc724>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UserInterface\Canvas.cpp:569]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff943db74b9 UnrealEditor-Engine.dll!TEnqueueUniqueRenderCommandType<`FCanvasRenderThreadScope::~FCanvasRenderThreadScope'::`2'::DispatchCanvasRenderCommandsName,<lambda_a1e5f011483362145ccfebc224fcc724> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff943dc955d UnrealEditor-Engine.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FCanvasRenderThreadScope::~FCanvasRenderThreadScope'::`2'::DispatchCanvasRenderCommandsName,<lambda_a1e5f011483362145ccfebc224fcc724> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff950e4d5f6 UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff950e4db1e UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff96a59c5e9 UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:416]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff96a5a2554 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:542]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff951512162 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ff9515081b0 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ffa51017614 KERNEL32.DLL!UnknownFunction []
[2023.06.22-19.25.19:748][  0]LogWindows: Error: [Callstack] 0x00007ffa52ec26f1 ntdll.dll!UnknownFunction []
[2023.06.22-19.25.19:749][  0]LogWindows: Error: 

This means that the engine couldn’t find the necessary engine content.
Those textures are used by some of the standard materials/effects in the engine.
This either means that you moved around files from the built engine, or removed some engine content, or some other thing happened that made those files no longer discoverable by the engine.

Thank you. I’ll reinstall the engine, though I’ve not modified the engine folders in any way recently, and certainly not after updating to 5.2.1

Could it be that the engine plugins are making these changes? (Bridge and Metahuman being the only engine plugins right now, the rest are in the project folder)

It seems an engine reinstall solved the issue. No idea why/how that happened!

Thanks :slight_smile:

Hmm… Returning to this. I’ve been working in the project again this evening, and I’m finding that the issue has resurfaced. I’ve not edited any engine content, but the crash now occurs when restarting the project?

Edit:

Just tried deleting the files that were causing the crash and verifying (forcing it to download them again) and this didn’t work.

Very confused why this is happening all of a sudden

How are you launching the editor? Is it somehow starting the wrong version?
Is it some working directory problem?

I only have one version installed (5.2.1) via the Epic Launcher. I launch the engine using a shortcut to the uproject file of my project. I’ve not had any issues with the project directory before, but the engine is installed on my C drive (and also hasn’t had any issues being there until now). The drive has 240GB of space available, and the only plugins I have installed to the engine are the Bridge and Metahuman plugins.

Edit:
I’m going to attempt to install the engine on another disk to see if this changes anything. As before, it will likely load up the first time without issue, but I expect that on reopening the project it will provide the same error.

After a full reinstall to a new drive, it didn’t even load up the first time without the crash.

Assertion failed: GEngine->BlueNoiseScalarTexture && GEngine->BlueNoiseVec2Texture [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\BlueNoise.cpp] [Line: 29]

UnrealEditor_Renderer!GetBlueNoiseParameters() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\BlueNoise.cpp:29]
UnrealEditor_Renderer!CreateTranslucentBasePassUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:992]
UnrealEditor_Renderer!CreateTranslucentBasePassUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1022]
UnrealEditor_Renderer!FRendererModule::DrawTileMesh() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Renderer.cpp:287]
UnrealEditor_Engine!FCanvasTileRendererItem::FRenderData::RenderTiles() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TileRendering.cpp:204]
UnrealEditor_Engine!<lambda_3a655bd24964719e6beb887e804b672f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TileRendering.cpp:310]
UnrealEditor_Engine!<lambda_a1e5f011483362145ccfebc224fcc724>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UserInterface\Canvas.cpp:569]
UnrealEditor_Engine!TEnqueueUniqueRenderCommandType<`FCanvasRenderThreadScope::~FCanvasRenderThreadScope'::`2'::DispatchCanvasRenderCommandsName,<lambda_a1e5f011483362145ccfebc224fcc724> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FCanvasRenderThreadScope::~FCanvasRenderThreadScope'::`2'::DispatchCanvasRenderCommandsName,<lambda_a1e5f011483362145ccfebc224fcc724> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]
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:416]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:542]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

However opening any other project seems to work fine?

Just tried building my project to see if I get any errors, but there is nothing wrong there. It still won’t start however.

Looking at the source… It appears this very issue was fixed 3 months ago? Am I right in thinking the change went into 5.2.1, which would explain why this has only just started happening?

Fix crash on platform not loading blue noise resources.

https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Renderer/Private/BlueNoise.cpp

I’ve looked through my project settings and I’ve tried removing
r.Shadow.Virtual.TranslucentQuality=1

This seems to have (for now) solved the issue. The project starts, but we’ve been that far before so once I know for sure it survives a project restart I’ll update here.

It was one of the more recent settings changes I made, which was the only reason I thought to try removing it. I would guess this will impact others, but can’t be 100% sure.

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