Editor Crash

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]

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!

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?

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?

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

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.

Okay, sounds good. I’ll start there. Thank you for the help!

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]

Was this after resetting the NVIDIA settings to global default or after moving all assets over to a new project?

After global settings default. Been away from my PC for almost a week. I’ll get to checking the assets.

Good deal! Let me know the findings!

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

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]

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

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?

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.

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.