Editor crash when opening 5.0 project in 5.1

I have a project that was created in UE 4.X and which I have successfully ported to UE 5.0. When I try to open it in 5.1 I get this crash. Anyone know what it means?

Assertion failed: IsValid(Platform) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHIDefinitions.h] [Line: 516]

UnrealEditor_RHI!ParseWindowsRHIConfig() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\Windows\WindowsDynamicRHI.cpp:252]
UnrealEditor_RHI!ParseWindowsDynamicRHIConfig() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\Windows\WindowsDynamicRHI.cpp:274]
UnrealEditor_RHI!LoadDynamicRHIModule() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\Windows\WindowsDynamicRHI.cpp:708]
UnrealEditor_RHI!GetSelectedDynamicRHIModuleName() [D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\Windows\WindowsDynamicRHI.cpp:793]
UnrealEditor_WindowsDeviceProfileSelector!FWindowsDeviceProfileSelectorModule::GetRuntimeDeviceProfileName() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\WindowsDeviceProfileSelector\Source\WindowsDeviceProfileSelector\Private\WindowsDeviceProfileSelectorModule.cpp:40]
UnrealEditor_Engine!UDeviceProfileManager::GetPlatformDeviceProfileName() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\DeviceProfiles\DeviceProfileManager.cpp:1181]
UnrealEditor_Engine!UDeviceProfileManager::InitializeCVarsForActiveDeviceProfile() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\DeviceProfiles\DeviceProfileManager.cpp:527]
UnrealEditor!FEngineLoop::PreInitPreStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:2554]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:154]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Hey there @UnderClever! It’s acting as though your current platform is invalid for the selected RHI. Open the project files → Config → DefaultEngine.ini

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5

Change the default graphics down to DX11

DefaultGraphicsRHI=DefaultGraphicsRHI_DX11

and see if the project launches. If so, then we’ll dig through your shader model as well to see.

What are your computer’s specs?

3 Likes

Thank you so much for the reply!

I tried kicking it down to DX11, same crash though.

These are my current settings in DefaultEngine.ini:

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
+TargetedRHIs=PCD3D_SM5
+TargetedRHIs=GLSL_150
DefaultGraphicsRHI=DefaultGraphicsRHI_DX11

…and these are my PC specs:

NVIDIA GeForce GTX 1080
Intel Xeon CPU E5-2643 v4 @ 3.40Ghz
64GB RAM
Windows 10

Success!

@SupportiveEntity You were right about the checking the DefaultEngine.ini target platform settings. I just nuked everything in that section except the line about DefaultGraphicsRHI and it opened right up. Thank you!

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
3 Likes

Perfect, are you able to swap back up to DX12 functionally? (assuming you were swapping to 5.1 for Nanite/Lumen that is)

Yes, DX12 work also. Thanks again!

1 Like

Why UE did not handle this itself, if there is invalid settings camming form old version :frowning:

Hey there @ATomCZ1! These settings are usually completely inconsequential. Finding edge cases like this is a massive part of software development. Specifically here, I have all of the same settings as this user and have never had the same issue. The SM5/SM6 DX12 change has made a couple of hiccups we hope to iron out going forward.

Here’s what we ended up with ( just having the one line left builds with broken textures )

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM5
-D3D11TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5
Compiler=Default
AudioSampleRate=48000
AudioCallbackBufferFrameSize=1024
AudioNumBuffersToEnqueue=1
AudioMaxChannels=0
AudioNumSourceWorkers=4
SpatializationPlugin=
SourceDataOverridePlugin=
ReverbPlugin=
OcclusionPlugin=
CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
CacheSizeKB=65536
MaxChunkSizeOverrideKB=0
bResampleForDevice=False
MaxSampleRate=48000.000000
HighSampleRate=32000.000000
MedSampleRate=24000.000000
LowSampleRate=12000.000000
MinSampleRate=8000.000000
CompressionQualityModifier=1.000000
AutoStreamingThreshold=0.000000
SoundCueCookQualityIndex=-1

Sad is that it still happening even in 5.2.1