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.
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.
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.