Getting a possible Graphics (Plugin?) crash when trying to migrate

Hello all!

I’m getting a crash when I try to migrate content from the Megascans Medieval Village to UE 5.5.4. I think it’s latest supported version was 5.3x…

I looked into the error ( Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018 ) and it seems to be Graphics related?

As I understand it, a possibility is plugins that aren’t enabled in the new project I’m migrating to…

Does anyone have a quick list off their heads so that I could try to fix this? It will migrate a lot of the individual folders (While in the Megascans Project) but one that def crashes UE is the Blueprints folder.

I’m migrating from UE 5.5.4, do I need to dl 5.3.x?

Furthermore what I did get imported included a level and when opening in the new project the fog was very odd and getting close to the assets that were there showed very odd material colors, tinted somewhat pink/reddish in places.

Thanks if you all have time!!

(FYI - Solo here working on my feature film, I have a ton to do/learn and set design is one I’m trying to avoid… haha - appreciate you!)

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Can you post the full log?

Hello there!

I agree, the full log could help us get to the bottom of the conflict. Still, with the information we have so far, you can start by ensuring that most of the related plugins are enabled. Make sure you have the following in Edit > Plugins:

  • Bridge
  • Niagara
  • Water
  • Landscape Patch
  • AudioGameplay
  • Editor Scripting Utilities

After that, you can try migrating elements in batches, not just the entire thing. Start with specific groups, migrate all materials, then all meshes, and so fort. This way, you will know which type of element is causing the crash.

@bigrael

Thx for the reply…

I’m paranoid about personal info but here’s everything I thought looked relevant. If there’s anything more I can do let me know…

Thanks for your time…


LogWindows: Failed to load ‘aqProf.dll’ (GetLastError=126)
LogWindows: File ‘aqProf.dll’ does not exist
LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogWindows: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
LogWindows: File ‘VtuneApi.dll’ does not exist
LogWindows: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
LogWindows: File ‘VtuneApi32e.dll’ does not exist
LogWindows: Started CrashReportClient (pid=24712)
LogWindows: Enabling Tpause support
LogWindows: Custom abort handler registered for crash reporting.
LogInit: Display: Running engine for game:


LogConfig: No local boot hotfix file found at: [My project]


LogPluginManager: Mounting Engine plugin MultiUserClient
LogConfig: Branch ‘WaterExtras’ had been unloaded. Reloading on-demand took 0.11ms
LogConfig: Branch ‘LevelSnapshots’ had been unloaded. Reloading on-demand took 0.12ms
SourceControl: Revision control is disabled


LogInit: CreateHttpThread using FCurlMultiPollEventLoopHttpThread
LogInit: Creating http thread with maximum 2147483647 concurrent requests
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogOnline: OSS: Created online subsystem instance for: NULL
LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL]
LogWindows: Failed to load ‘WinPixGpuCapturer.dll’ (GetLastError=126)
LogWindows: File ‘WinPixGpuCapturer.dll’ does not exist
PixWinPlugin: PIX capture plugin failed to initialize! Check that the process is launched from PIX.
LogConfig: Applying CVar settings from Section [/Script/RenderDocPlugin.RenderDocPluginSettings] File [Engine]
RenderDocPlugin: Display: RenderDoc plugin will not be loaded. Use ‘-AttachRenderDoc’ on the cmd line or enable ‘renderdoc.AutoAttach’ in the plugin settings.
LogRHI: Using Default RHI: D3D12
LogRHI: Using Highest Feature Level of D3D12: SM6
LogRHI: Loading RHI module D3D12RHI
LogD3D12RHI: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogRHI: Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
LogD3D12RHI: Found D3D12 adapter 0: NVIDIA GeForce RTX 4070 SUPER (VendorId: 10de, DeviceId: 2783, SubSysId: 51381462, Revision: 00a1
LogD3D12RHI: Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
LogD3D12RHI: Adapter has 11999MB of dedicated video memory, 0MB of dedicated system memory, and 65455MB of shared system memory, 2 output[s]
LogD3D12RHI: Driver Version: 581.57 (internal:32.0.15.8157, unified:581.57)
LogD3D12RHI: Driver Date: 10-9-2025
LogD3D12RHI: Found D3D12 adapter 1: Microsoft Basic Render Driver (VendorId: 1414, DeviceId: 008c, SubSysId: 0000, Revision: 0000
LogD3D12RHI: Max supported Feature Level 12_1, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
LogD3D12RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 65455MB of shared system memory, 0 output[s]
LogD3D12RHI: DirectX Agility SDK runtime found.
LogD3D12RHI: Chosen D3D12 Adapter Id = 0
LogRHI: RHI D3D12 with Feature Level SM6 is supported and will be used.
LogCUDA: Display: CUDA module ready pending PostEngineInit.
LogInit: ExecutableName: UnrealEditor.exe
LogInit: Build: ++UE5+Release-5.5-CL-40574608
LogInit: Platform=WindowsEditor


LogInit: Engine Version: 5.5.4-40574608+++UE5+Release-5.5
LogInit: Compatible Engine Version: 5.5.0-37670630+++UE5+Release-5.5


LogCoreRedirects: AddRedirect [My Project] /Saved/Config/WindowsEditor/NiagaraFluids.ini) has wildcard redirect /NiagaraSimulationStages/, these are very slow and should be resolved as soon as possible! Please refer to the documentation in Engine/Config/BaseEngine.ini.

[[Some of the above related to ‘virtual cameras’]]


[Date and time?? lol] [ 10]LogHttp: Warning: [FHttpManager::Shutdown] Unbinding delegates for 1 outstanding Http Requests:
[" "] [ 10]LogHttp: Warning: verb=[POST]


[Date and time?? ] [ 10]LogEOSSDK: Warning: LogEOS: Error response received from backend. ServiceName=[Friend], OperationName=[GetBlockList], Url=[], HttpStatus=[403], ErrorCode=[errors.com.epicgames.common.insufficient_scopes], NumericErrorCode=[1056], ErrorMessage=[Insufficient access scopes. Expected: [friends_list]], CorrId=[Yeah I’m paranoid…haha]

Forgot to mention I had all the Plugs enabled in the project I was migrating to, Migrating in batches caused the crash when trying to migrate “blueprints” and “Third Party…” folders.

Maybe some functionality in the blueprints or a (conflict?) with the third party assets.

Animal Variety Pack: Maybe the “Crows” included need a plugin enabled that has to do with niagara effects or something?

PN_Interactive has a “Wind Parameters” material parameter collection…?


In Blueprints all I see that seems “offensive” could be time of day blueprints or stuff in the AI folder. I’ll try moving each folder in the BP and Third party folders after I try DL 5.3.x and see if that just solves it on it’s own.

Thx again all!

That is okay

What we need is the part of the log with the crash error. It usually appears on the crash reporter alongside the exception.

Hopefully it’s in this cryptic information… lol…

It almost made it.. Progress bar was at 99-100 percent… I’m going to see if it works. This time I downloaded 5.3.x and migrated from that as it was the last supported version for that project (MS Medieval Village)

Here’s everything that didn’t look personal from the actual report I had immediate access to. If you need more let me know. Thx a lot!

It’s different now but here we are so… lol.


Assertion failed: InitState == EWorldPartitionInitState::Uninitialized [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartition.cpp] [Line: 1485]

UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

The sample level loaded so I guess I’m alright?

Maybe it just didn’t do the validation thing this time but it was all there.

I won’t go back to test anyway unless something else goes wrong but it all seems okay… thank you for the help.

1 Like