Editor crash with "GPUSkinCache.cpp"

So, just installed unreal 5.5 preview, unfortunately, there is no change, it still crashes with lead pose component and GPU skin cache enabled.

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Just chiming in to say that I also have this issue… It was driving me crazy that I was crashing on certain scenes with seemingly no version controlled changes to those scenes are even assets found inside… very strange that turning on hardware ray-tracing would cause this crash!

Hi I’m getting this issue ever since I added Metahuman and did this follow leader for its parts using hardware raytracing is also enabled and so is skin cache, no idea what to do now might have to make the character into one piece somehow in Blender
(if anyone finds a fix ping me)

Hello there. It’s my 4’th all day long deleting the settings recompiling the shaders and so on. It happening also on mtahumans with leading pose , i did check Force update. And y’m using the manny skeleton as leader pose and metahuman as follower. I did tryed with gpu skin cache and raytrace on and off. Same problem crashes every time. And if i to does not at the first time after i put my metahumans (vendors) in game and reopen the project or move them arround. To be honest it driving me crazy and to see that are ppl around that had the same problem long time ago makes me nervous about it… what can we do? i mean y do have somehow to be able to work around this or change some fancy line of code inside who knows what file. Sooo Unreal stuff please look into this… if you do not solve this ower progress is doomed. Thank you

Hello there,

I think I found one possible explanation and was able to fix it (for my project at least): basically the mesh that was the leader in the leader pose setup was not setup (or badly setup) until after its “followers” meshes were setup and most likely displayed.

So try double checking the state and validity of your leader mesh before the rendering start and make sure it’s actually valid before trying to display any of its followers.

Can someone with the issue try to check it out?

Hm, how did you check the state and validity? I´ve dragged both lead pose and follower into the blueprint the same way, but the follower are getting called first in the blueprint, as I need to put them into arrays, before piping them into the lead pose.
So, you mean like, use the lead component with any nonsense node BEFORE the arrays get created, so it gets validated first or something?
I´m just a beginner with blueprints…

Also…I´m not actually displaying the lead pose leader skeletal mesh at all, as I´m using a layer based system to hide different parts of the mesh. So I just added ONE skeletal mesh using the same skeleton as all the other skeletal meshes to drive the animation, without actually being displayed anywhere (not sure if I set it to hidden in game or simply put a translucent material with 0 opacity on it to hide it).

That and the fact that its also crashing with metahumans, who were setup by epic themselves, makes me a bit less hopeful you actually found a solution for everyone by cleaning up your blueprint.

Still would like to know what you did exactly in your blueprint, so I can try to recreate it for mine.

I´ve tried so many different setups already, including a very simplified rig in a new and untouched project with all the default settings and it always crashed with raytracing.

It also didn´t always crash right away, but every time I reopend a previously saved map with the blueprint in it, it crashed.

ALSO…one more note for troubleshooting in case any devs chack in on this…:
It only seems to crash with raytracing in the editor viewport. I CAN actually open the blueprint when raytracing is enabled, without it crashing (afair).

But that might just be due to raytracing not actually being enabled in the blueprint viewport…:slight_smile:

This still happens in 5.4.4. I am not sure what is the cause for this. I am also using SetLeaderPose Component, for a modular character system. The thing is, it didn’t happen before. It started today, out of nowhere. Can’t think of a related change I did to the character system, or anything related to SetLeaderPoseComponent. Perhaps, the only thing, is that I deleted all the cache (DerivedDataCache, Intermediate, Saved and Binaries).

Guys I fixed it. The issue what the the skeletal mesh on the skeletal mesh component on which all the child skeletal components were attached, was nullptr. Previously, I was always attaching it at runtime, but the reference to it somehow got lost so I had to attach it again, and it now works.