Game runs one and crashes every time after

Summary

First time here, after installing 5.5 and running a build of the game, opening up the Binary file to start the game it runs fine with no issues. After closing the game by force quitting I try to open the game once again and I’m presented with a error.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

After installing 5.5 and running a build of the game, opening up the Binary file to start the game it runs fine with no issues. After closing the game by force quitting I try to open the game once again and I’m presented with a error. Once this error happens, there is nothing I can do, even rebuilding the project it still gives me this error.

Expected Result

in the editor it runs fine, no issues, that’s what I’m expecting from the build.

Observed Result

Install new editor, run build to the desired folder, run binary to play game and first play runs fine, Close game, reopen game from the same folder and Im presented with an error.

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 991]
RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed
at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:663
with error E_INVALIDARG

Platform(s)

Windows

Additional Notes

I’ve tried to get help from other forms but with no luck. Please note that I’m new to troubleshooting methods and how to get logs of issues that reside outside of unreal editor.

Any help will be greatly appreciated.

I confirm I have the same error from the same issue:

LowLevelFatalError [File:E:\UE55\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 991] RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed at E:\UE55\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:663 with error E_INVALIDARG

This is a major problem that currently makes version 5.5 not at all production-ready.

By deleting ‘nameofyourproject_PCD3D_SM6.upipelinecache’ from the game’s appdata folder, it can restart normally, though this needs to be done every time…

This file thus seems to be getting corrupted when exiting the game.

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Going to try this myself and see if this works for for me.

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So deleting that also fixes my problem as well, is there any way to let epic know of this issue?

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Maybe through their bug report form.

I also found that setting r.ShaderPipelineCache.Enabled=0 “fixes” the issue, but it disables the Bundled PSO Cache, which at least eliminates the need to delete the file with each launch.

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I’m going to fill out that form. Thank you; you have been extremely helpful. I hope that they fix this issue soon.

2 Likes

Im getting a similar error. Make a production build in Unreal 5.5 that otherwise works find and is mostly blank in editor.

result when launching the production build is an error on startup:

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 991]
RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed
at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:663
with error E_INVALIDARG

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 991]
RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed
at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:663
with error E_INVALIDARG

All my scene does right now is have a basic character controller. One Game instance subsystem that starts up and one debug message to the UI screen.

Hello! Where is this file allocated?

In the appdata folder.

Doesn’t seems to be there, do you mind to share the full address?

%LocalAppData%\Name of your project\Saved

This is where the file is located in the packaged version.

2 Likes