Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Memory
Summary
Hey! I am constantly having EXCEPTION_ACCESS_VIOLATION errors. I have been researching for weeks but I just cant find anything. Same projects work on my partners computer with identical setup. Running on 64gb DDR5 RAM, RTX 3090, Intel(R) Core™ i9-14900K 3.20 GHz, Z790 AORUS ELITE AX.
Happen when I try to open a level, use of metahuman plugin, and a bunch of other random stuff.
ANY HELP WOULD BE MUCH APPRECIATED AND WILL SHIP YOU A COOKIE FROM YOUR LOCAL COOKIE STORE.
CRASH EXAMPLE 1:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000000000000a0
embree3
embree3
UnrealEditor_MeshUtilities!FSparseMeshDistanceFieldAsyncTask::DoWork() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshDistanceFieldUtilities.cpp:204]
UnrealEditor_MeshUtilities!ParallelForImpl::ParallelForInternal<
FMeshUtilities::GenerateSignedDistanceFieldVolumeData’::33'::<lambda_1>,
ParallelForTemplate<FMeshUtilities::GenerateSignedDistanceFieldVolumeData'::
33’::<lambda_1> >‘::`2’::<lambda_1>,std:() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_MeshUtilities!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
ParallelForImpl::ParallelForInternal<FMeshUtilities::GenerateSignedDistanceFieldVolumeData'::
33’::<lambda_1>,`P() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
CRASH EXAMPLE 2:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000023a647ed11
UnrealEditor_NaniteBuilder!libmetis__CreateCoarseGraphNoMask()
UnrealEditor_NaniteBuilder!libmetis__Match_RM()
UnrealEditor_NaniteBuilder!libmetis__CoarsenGraph()
UnrealEditor_NaniteBuilder!libmetis__MultilevelBisect()
UnrealEditor_NaniteBuilder!libmetis__MlevelRecursiveBisection()
UnrealEditor_NaniteBuilder!METIS_PartGraphRecursive()
UnrealEditor_NaniteBuilder!FGraphPartitioner::BisectGraph() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:181]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict'::
8’::<lambda_1>::operator()<TYCombinator<FGraphPartitioner::PartitionStrict'::
8’::<lambda_1> > >() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:305]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict'::
8’::<lambda_1>::operator()<TYCombinator<FGraphPartitioner::PartitionStrict'::
8’::<lambda_1> > >() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:321]
UnrealEditor_NaniteBuilder!UE::Core::Private::Function::TFunctionRefCaller<TYCombinator<FGraphPartitioner::PartitionStrict'::
8’::<lambda_1> >,void __cdecl(FGraphPartitioner::FGraphData *)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_NaniteBuilder!TLocalWorkQueue<FGraphPartitioner::FGraphData>::AddWorkers'::
18’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\LocalWorkQueue.h:119]
UnrealEditor_NaniteBuilder!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
TLocalWorkQueueFGraphPartitioner::FGraphData::AddWorkers’::18'::<lambda_1> >'::
11’::<lambda_1>,0>::CallAndMov() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
CRASH EXAMPLE 3:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000040
UnrealEditor_NaniteBuilder!libmetis__CreateCoarseGraphNoMask()
UnrealEditor_NaniteBuilder!libmetis__Match_SHEM()
UnrealEditor_NaniteBuilder!libmetis__CoarsenGraph()
UnrealEditor_NaniteBuilder!libmetis__MultilevelBisect()
UnrealEditor_NaniteBuilder!libmetis__MlevelRecursiveBisection()
UnrealEditor_NaniteBuilder!METIS_PartGraphRecursive()
UnrealEditor_NaniteBuilder!FGraphPartitioner::BisectGraph() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:181]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:382]
UnrealEditor_NaniteBuilder!Nanite::FCluster::Split() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp:549]
UnrealEditor_NaniteBuilder!Nanite::DAGReduce() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:373]
UnrealEditor_NaniteBuilder!Nanite::BuildDAG'::
4’::<lambda_5>::operator()() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:283]
UnrealEditor_NaniteBuilder!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,
ParallelFor’::2'::<lambda_1>,std::nullptr_t>'::
2’::FParallelExecutor::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_NaniteBuilder!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
ParallelForImpl::ParallelForInternal<TFunctionRef<void _cdecl(int)>,ParallelFor'::
2’::<lambda_1>,std::nullptr() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
1 OF THE LOGS
[2024.04.18-00.25.11:317][ 65]LogSlate: Window ‘Project Settings’ being destroyed
[2024.04.18-00.25.11:321][ 65]LogSlate: Window ‘Project Settings’ being destroyed
[2024.04.18-00.25.24:918][669]LogUObjectHash: Compacting FUObjectHashTables data took 0.37ms
[2024.04.18-00.25.25:052][669]LogStaticMesh: Display: Building static mesh SM_demoMountain…
[2024.04.18-00.25.25:054][669]LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!
[2024.04.18-00.25.25:055][669]LogAssetEditorSubsystem: Opening Asset editor for World /Game/EasyFog/Levels/Level_Demo.Level_Demo
[2024.04.18-00.25.25:055][669]Cmd: MAP LOAD FILE=“E:/UNREAL PROJECTS/KASA_2_OFFICE/Content/EasyFog/Levels/Level_Demo.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=4
[2024.04.18-00.25.25:055][669]LightingResults: New page: Lighting Build
[2024.04.18-00.25.25:055][669]LoadErrors: New page: Loading map: Level_Demo.umap
[2024.04.18-00.25.25:111][669]LogWorld: UWorld::CleanupWorld for Untitled_1, bSessionEnded=true, bCleanupResources=true
[2024.04.18-00.25.25:111][669]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2024.04.18-00.25.25:112][669]LogContentBundle: [Untitled_1(Standalone)] Deleting container.
[2024.04.18-00.25.25:112][669]MapCheck: New page: Map Check
[2024.04.18-00.25.25:112][669]LightingResults: New page: Lighting Build
[2024.04.18-00.25.25:114][669]LogAudio: Display: Audio Device unregistered from world ‘None’.
[2024.04.18-00.25.25:126][669]LogUObjectHash: Compacting FUObjectHashTables data took 0.45ms
[2024.04.18-00.25.25:145][669]LogStaticMesh: Display: Waiting for static meshes to be ready 0/2 (/Game/EasyFog/Meshes/SM_demoMountain) …
[2024.04.18-00.25.27:060][669]LogStall: Stall detector ‘UAssetEditorSubsystem::OpenEditorForAsset’ exceeded budget of 2.000000s, reporting…
[2024.04.18-00.25.27:550][669]LogStall: Stall detector ‘UAssetEditorSubsystem::OpenEditorForAsset’ report submitted, and took 0.490288s
[2024.04.18-00.25.27:595][669]LogStaticMesh: Adjacency [0.11s], tris: 1346619, UVs 1
[2024.04.18-00.25.28:370][669]LogStaticMesh: Clustering [0.77s]. Ratio: 1.017964
[2024.04.18-00.25.28:392][669]LogStaticMesh: Leaves [0.02s]
[2024.04.18-00.25.30:791][669]LogThreadingWindows: Error: Runnable thread Background Worker #14 crashed.
[2024.04.18-00.25.30:792][669]LogWindows: Error: === Critical error: ===
[2024.04.18-00.25.30:792][669]LogWindows: Error:
[2024.04.18-00.25.30:792][669]LogWindows: Error: Fatal error!
[2024.04.18-00.25.30:792][669]LogWindows: Error:
[2024.04.18-00.25.30:792][669]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000000000000005d
[2024.04.18-00.25.30:792][669]LogWindows: Error:
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f69d880 UnrealEditor-NaniteBuilder.dll!libmetis__CreateCoarseGraphNoMask()
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f69eebb UnrealEditor-NaniteBuilder.dll!libmetis__Match_RM()
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f69cc71 UnrealEditor-NaniteBuilder.dll!libmetis__CoarsenGraph()
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f69447b UnrealEditor-NaniteBuilder.dll!libmetis__MultilevelBisect()
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f6941ca UnrealEditor-NaniteBuilder.dll!libmetis__MlevelRecursiveBisection()
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f69400b UnrealEditor-NaniteBuilder.dll!METIS_PartGraphRecursive()
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f6666b2 UnrealEditor-NaniteBuilder.dll!FGraphPartitioner::BisectGraph() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:181]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f687540 UnrealEditor-NaniteBuilder.dll!FGraphPartitioner::RecursiveBisectGraph() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:273]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f685e4e UnrealEditor-NaniteBuilder.dll!FGraphPartitioner::PartitionStrict() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:382]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f690a21 UnrealEditor-NaniteBuilder.dll!Nanite::FCluster::Split() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp:549]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f678a4e UnrealEditor-NaniteBuilder.dll!Nanite::DAGReduce() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:373]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f6615b9 UnrealEditor-NaniteBuilder.dll!Nanite::BuildDAG'::
4’::<lambda_5>::operator()() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:283]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f662062 UnrealEditor-NaniteBuilder.dll!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,
ParallelFor’::2'::<lambda_1>,std::nullptr_t>'::
2’::FParallelExecutor::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff2f673744 UnrealEditor-NaniteBuilder.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::
2’::<lambda_1>,std::nullptr_t>‘::2'::FParallelExecutor>'::
11’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff57b88cd5 UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff57b88bbc UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff57b680e2 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff57bb08c2 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff57b78b60 UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff57d5f773 UnrealEditor-Core.dll!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff58194e32 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007fff58188667 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
[2024.04.18-00.25.30:792][669]LogWindows: Error: [Callstack] 0x00007ff804bd257d KERNEL32.DLL!UnknownFunction
[2024.04.18-00.25.30:792][669]LogWindows: Error:
[2024.04.18-00.25.30:792][669]LogWindows: Error: Crash in runnable thread Background Worker #14
[2024.04.18-00.25.30:846][669]LogExit: Executing StaticShutdownAfterError
[2024.04.18-00.25.30:847][669]LogWindows: FPlatformMisc::RequestExit(1, FRunnableThreadWin::GuardedRun.ExceptionHandler)
[2024.04.18-00.25.30:847][669]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, FRunnableThreadWin::GuardedRun.ExceptionHandler)
[2024.04.18-00.25.30:847][669]LogCore: Engine exit requested (reason: Win RequestExit)
Steps to Reproduce
Opening a level from a purchased product that has worked before (2 different products)
Expected Result
Unreal Memory crash, computer crash at 3rd attempty
Observed Result
crash
Platform(s)
Windows 11 Running on 64gb DDR5 RAM, RTX 3090, Intel(R) Core™ i9-14900K 3.20 GHz, Z790 AORUS ELITE AX.