Exposure compensation curve crash in standalone.

So I use exposure compensation curve in postprocess volume and it crashes standalone game window when using restartlevel cvar. Works fine in editor and packaged. Bug I guess?

I also tested it in some new project, also crashed but different bug. Could be my old drivers though. Win10 +4070.

Also TAA samples set to 4 causes engine crash on channel buffers visualization, like metallic buffer for example. Dont remember if i reported it.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

Hello there @kotlet!

That error you are getting looks like a null pointer, the engine is failing to find an element in your scene, either because it’s missing, or corrupted. And since you are using the RestartLevel command, something could be not returning at it’s intender status.

Checking around the community, references tied to exposure (or post process in general) could retain a stale state during a restart. So, I would test using OpenLevel instead of Restart, which will force a complete rebuild or your world and it’s initial state, preventing faulty references from being created.

Since you mention drivers, it’s always worth making a clean up during these scenarios. I would used DDU to clear the current driver install, then get the latest version of nVidia Studio drivers, instead of Game Ready, as Studio ones provide more stability for engine work.

@brs-sebascova

While sure there were some outdated references, the thing is this happens in new FPA_Template, where i just add unbounded postprocessvolume and assign as exposure compensation default tutorial curve. Both RestartLevel and Open can crash in standalone. You sometimes might get it working once.

If you cannot replicate then it will most likely be driver, which will force me to go to win11 and it will be a sad day (i am on older driver for srgb clamp).

Also this time couple of different error: 0x000000170000001e

and Assertion failed: ExportObject.Object == this [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 131]
Expected ExportMap[0].Object (‘None’) to equal this (‘StaticMeshActor_45’)

Both in default fps template with exposure curve in unboud ppv and restartlevel/open in standalone.

Hello again!

That’s quite bizarre, having both commands result in a crash. Yet, the error you are getting this time refers to something else.

Checking with my peers, an error tied to UObjectLinker.cpp means the engine was trying to load the level, expected a memory slot to be empty, but found this StaticMeshActor_45 instead. Meaning, the garbage collector was unable to properly clean up everything from a previous build. So, it would be worth testing a forced activation of GC, before attemtping to restart or re-open the level. You can force the function either with blueprints, or with C++, as seen here.

For testing this case, I tried following your setup on my end. Using UE 5.7, bare bones FP template map, single PPV with an exposure curve assigned, then tested both options, with no crash. But I do work with Win11, and the latest Studio drivers from nVidia, so that could be the real cause after all.

Hi,

So updated to dreaded win11 + latest studio drivers. Selected clean driver install. Both crashes still happen.

First I tried creating blueprint action, so on pressing Q i do garbage collection and execute restartlevel in standalone. Still crash, this time with error:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000170000001e

Second, the r.TemporalAASamples 4 + metallic buffer also crashes however I discovered this happens with TSR, works fine with TAA. TSR gets this error:

Assertion failed: TemporalAASamples == (sizeof(UEArrayCountHelper(SamplesX)) - 1) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp] [Line: 5344]

I tun occt 100% gpu memory for 10 mins, zero errors. Besides Unreal is stable otherwise.

I disabled 2 monitors on AMD and left only 3 on Nv 4070 and still happens. So I don’t think it is my 5 monitor setup neither. Also of course it is 5.7.4. I think I never had these problems before 5.7.

And lastly, both errors happen in DX11 too.

5.8 preview seems to fix this issue whatever it was. While adding new bug like losing focus for standalone window and visible cursor when playing in it.