Entry point not found in dxgi.dll

When I launch the editor or a project for 4.25 I instantly get the error.

301376-dxgi.jpg

It seems not to do any harm for the moment, I can still open a project and work on it, at least for now it seems fine.

Release notes for 4.25 says:

UE-64085 Use new DXGI to enumerate
adapters by gpu preference

Could this be a reason for it? Using a new DXGI version?

This issue is not present in 4.24. I’m on windows 7 64 sp1

I am experiencing the same issue here, also using windows 7 64 sp1. It is not just occurring on startup of the Editor, but the bug also shows up in anything I bake and run, so this could be a show stopper for windows 7 64 sp1 developers?

Looking at the Engine source for 4.25 vs 4.24, I see the function, “DXGIGetDebugInterface1” is located in:

…\Epic Games\UE_4.25\Engine\Source\ThirdParty\Windows\DirectX\Include\dxgi1_3.h

but this is exactly the same file as

…\Epic Games\UE_4.24\Engine\Source\ThirdParty\Windows\DirectX\Include\dxgi1_3.h

On the other hand, if I search for “dxgi.dll” on my system, it occurs in 6 different locations, all under C:\Windows
yet none of these files are newer than 2013:

For example:

C:\Windows\SysWOW64\dxgi.dll [01/13/2013 01:20 PM 293,376 bytes]

C:\Windows\System32\dxgi.dll [01/13/2013 12:49 PM 363,008 bytes]

and the remaining files are under C:\Windows\winsxs\

Possibly UE4.25 is referencing a different “dxgi.dll” ? In any case, if there is no solution to this bug, I will need to revert back to UE 4.24

I am just copied GFSDK_Aftermath_Lib.x64.dll from previous engine version which didn’t has dependecies to dxgi.dll(only to kernel32.dll) and replaced it at …\UnrealEngine\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64. And seem’s it works without errors.(At least during editor startup and runtime)

Another workaround is navigate to …\UnrealEngine\Engine\Source\ThirdParty\NVIDIA\NVaftermath\ and to edit NVaftermath.Build.cs. and make that PublicDefinitions.Add(“NV_AFTERMATH=0”); executes in all conditions.

Than build solution to apply changes.

@Nynjed it worked flawless for me, thanx!

It is a good workaround, thank you

Could you explain how to build the solution to apply the changes? Thank you.