Fatal error on startup. How to track whats crashing my editor?

Hi.
I’m getting weird crashes for last 3 months or more after compiling new shaders. Its always same order. I open new map that other team member added. Unreal compiles new shaders and then crash. I noticed that every time I open some maps (even ones that I opened recently and already compiled shaders) there is still some small portion of shaders to compile. Here is the crash log I’m getting.

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp] [Line: 382] Shader requested a global uniform buffer of type 'SceneTexturesStruct' at static slot '[Name: SceneTextures, Slot: 0]', but it was null. The uniform buffer should be bound using RHICmdList.SetGlobalUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER().

UE4Editor_RenderCore!ValidateStaticUniformBuffer() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp:378]
UE4Editor_D3D12RHI!FD3D12CommandContext::RHISetComputePipelineState() [D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:609]
UE4Editor_D3D12RHI!FD3D12CommandContext::RHISetComputeShader() [D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:103]
UE4Editor_Niagara!FRHICommand<FRHICommandSetComputeShader,FRHICommandSetComputeShaderString>::ExecuteAndDestruct() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:765]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:367]
UE4Editor_RHI!FExecuteRHIThreadTask::DoTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:428]
UE4Editor_RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:710]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:602]
UE4Editor_RenderCore!FRHIThread::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:320]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

After this crash occur then it happens every time I open editor. I open project and after 3 or 5 seconds it crashes again. Do you have any idea how to fix that? I did a lot of weird stuff to make editor work again but this time nothing helps.

What I tried:

  • removed all stuff that ue can generate for me again (derived data cache,intermediate etc)
  • removed common derived data cache located in AppData\Local\UnrealEngine\Common
  • removed engine version derived data cache located in AppData\Local|UnrealEngine\4.27

Did someone found permanent fix for that? How can i invesitage further whats wrong and why it keeps crashing?
Thanks in advance for your help!

Go in you Engine.ini (project ini) and find the START UP MAP, replace with null. Than in the editor you can again open your map wthout ctash.

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