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?
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
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!
ATomCZ1
(ATomCZ1)
March 19, 2023, 12:52am
7
Why UE did not handle this itself, if there is invalid settings camming form old version
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.
KarmaT
(KarmaT)
April 28, 2023, 12:09pm
9
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
ATomCZ1
(ATomCZ1)
June 22, 2023, 11:16pm
10
Sad is that it still happening even in 5.2.1