ZonsLIVE
(ZonsLIVE)
March 15, 2024, 8:00am
1
Never done debugging.
what doe3s this mean? what are the proper next steps?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_RenderCore!FRDGBuilder::ExecutePass() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2914]
UnrealEditor_RenderCore!FRDGBuilder::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1923]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4578]
UnrealEditor_Renderer!FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4848]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::
87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::
87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
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:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
FrostyJas
(FrostyJas)
March 15, 2024, 10:22am
2
Greetings @ZonsLIVE
With the Exception_Access_Violations error it can at times be difficult to pin point the specific cause. However, we can usually play process of elimination and find the culprit. The first step I’d try is swapping your project from DirectX 12 to DirectX 11 and see if the issue continues. Let me know the findings when doing so and we can continue from there if the issue persists. Thanks!
ZonsLIVE
(ZonsLIVE)
March 16, 2024, 5:34am
3
I have already been running DirectX 11 for a few days now. It was crashing much less before switching it to DirectX 11 but was already getting fairly regular crashes. should I try switching it back?
FrostyJas
(FrostyJas)
March 16, 2024, 9:36am
4
Possibly. What are your system specs? A couple of other things I’d try is if you’re running NVidia Control Panel, go in and reset your 3D Settings to Global Default. If that doesn’t work, I’d consider moving all of the assets over to a new project and see if the issue continues there. Also, are you having this crash on any other project?
ZonsLIVE
(ZonsLIVE)
March 17, 2024, 7:27am
5
I noticed a decrease in crashes when deleting a certain blueprint for teleporting between levels but they are still hanging around it would seem. The problem seems to be specific to the project. I’ve just reset my Nvidia Control Panel settings so I’ll see if that does anything and come back here.
My system should rn fine but idk too much about computers tbh, I got extremely lucky and thought I’d get myself the most future proof PC I could but maybe the cooling isn’t good enough or something?
Here’s the specs
CPU-Intel Core i9-14900K
CPU Cooler-Deepcool LS720 360mm AIO Liquid Cooler
RAM- 32GB (2x16GB)
Motherboard- MSI Z790 Tomahawk Wifi DDR5
Graphics Card- RTX 4080
Power Supply- MSI MPG A1000G Gold PCIE5
fans-6 x Deepcool FC 120mm
Op. SystemWindows 11 Home
FrostyJas
(FrostyJas)
March 18, 2024, 12:15pm
6
The system is great. There shouldn’t be any worries there. See how the global settings in the control panel work. If that doesn’t work, I’d move all of the assets over to a new/fresh project and see if it resolves it.
ZonsLIVE
(ZonsLIVE)
March 19, 2024, 3:43am
7
Okay, sounds good. I’ll start there. Thank you for the help!
ZonsLIVE
(ZonsLIVE)
March 19, 2024, 4:03am
8
I got the same reading address but different call stack info. Does this help?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_Core!FMemStackBase::GetByteCount() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\MemStack.cpp:332]
UnrealEditor_RHI!FRHICommandListImmediate::ExecuteAndReset() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:679]
UnrealEditor_RenderCore!FRDGBuilder::BeginFlushResourcesRHI() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:375]
UnrealEditor_RenderCore!FRDGBuilder::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1738]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4578]
UnrealEditor_Renderer!FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4848]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::
87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::
87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
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:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
FrostyJas
(FrostyJas)
March 20, 2024, 8:57am
9
Was this after resetting the NVIDIA settings to global default or after moving all assets over to a new project?
ZonsLIVE
(ZonsLIVE)
March 25, 2024, 4:57am
10
After global settings default. Been away from my PC for almost a week. I’ll get to checking the assets.
FrostyJas
(FrostyJas)
March 25, 2024, 10:37am
11
Good deal! Let me know the findings!
ZonsLIVE
(ZonsLIVE)
March 28, 2024, 5:23am
12
The assets don’t seem to be the problem either. I get the same reading address when t crashes on another project but a different callstack
ZonsLIVE
(ZonsLIVE)
March 30, 2024, 4:03am
13
Happened on a different project with different assets
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_Renderer!UE::Tasks::Private::FTaskEventBase::Create() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:765]
UnrealEditor_Renderer!FVisibilityViewPacket::FVisibilityViewPacket() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:3144]
UnrealEditor_Renderer!FVisibilityTaskData::LaunchVisibilityTasks() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:3504]
UnrealEditor_Renderer!LaunchVisibilityTasks() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:375]
UnrealEditor_Renderer!FSceneRenderer::UpdateScene() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:2875]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2489]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4574]
UnrealEditor_Renderer!FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4848]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::
87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::
87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::
87’::<lambda_3> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
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:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
ZonsLIVE
(ZonsLIVE)
March 30, 2024, 4:52am
14
It’s know started crashing upon opening the project with this callstack of the same reading address
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_Core!FGraphEvent::CreateGraphEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2434]
UnrealEditor_Engine!TGraphTask::CreateTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1212]
UnrealEditor_Engine!FTickFunction::QueueTickFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:2037]
UnrealEditor_Engine!FTickTaskLevel::QueueAllTicks() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:970]
UnrealEditor_Engine!FTickTaskManager::StartFrame() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1512]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1509]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1714]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:531]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5825]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
FrostyJas
(FrostyJas)
March 31, 2024, 7:54am
15
Is this all happening on UE 5.3? The ‘Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff’ is generally an issue with the GPU, its drivers, etc not being able to handle the rendering of assets(This is especially something seen if it’s a large project or super high quality). You have a really good setup, though. The 4070 is a powerful GPU. But, when you mentioned that DX11 does make it crash less, that made perfect sense with what generally causes this. Rendering in DX11 is easier on the GPU than DX12 is. Does this crash happen on other UE versions?
ZonsLIVE
(ZonsLIVE)
April 5, 2024, 4:49am
16
Yes, it’s been on 5.3.2.
I’ve been suspecting it might be a GPU problem due to other issues I’ve been starting to have in other programs. I think I’ll have to take it into the shop soon and have them take a look at it.
FrostyJas
(FrostyJas)
April 7, 2024, 5:32pm
17
It can definitely be caused by GPU problems. What type of issues have you been running into with that? I’m fairly familiar with GPU issues myself. I do quite a bit of hardware work on the my own rigs.