So, apparently with property lists on the right side of the screen in many editor modes, such as the Static Mesh editor or Blueprint editor, if you move your mouse too fast over too many different options that display tooltips, the editor crashes the GPU. As in, the system completely locks up, and Windows has to do an emergency driver reset with the “your display driver stopped responding” balloon afterwards. While a driver crash/lockup might sound like a driver issue, it’s not. I’ve tried 3 different NVIDIA drivers (353, 375, 376) and they all have the same problem. I’ve looked at the log and there doesn’t appear to be anything useful to track it down. It’s just running normally, then all of a sudden FATAL: D3D device disappeared (or something similar) No reason specified. I’ve sent about 15-20 crash reports.
Yes, this happens with brand new projects, but not with just anything in the window. I haven’t figured out what exactly the issue is, but it never happens in the main editor window. It happens in the blueprint and static mesh editors (probably more, but those are the only two I’ve tested). And not just any mesh. In the static mesh editor, it won’t crash if the mesh is really simple or has few materials/LODs. In the blueprint editor, it seems to crash easiest if you’ve selected the blueprint’s mesh component (if it has one). But these don’t CAUSE the crash. They’re just criteria for the crash to occur. It doesn’t lock up until scrolling/mousing over a few different controls and the engine I think is trying to render tooltips. My mouse always freezes right over an option, at about the length of time it takes for a tooltip to appear. Total lockup, 10 seconds later my monitor goes black, followed by re-initialization of the GPU, the warning balloon, and the crash window for UE4.
It’s unfortunate, because 4.14 is otherwise my favorite iteration of this engine, since it fixes a lot of the bugs of 4.13 while improving on convenience, but GPU lockup makes this unusable. I’ll provide as much information as you need when I get the chance.
Also, to add, this issue was NOT present in any of the 4.14 preview releases, nor any of the 4.14 source builds I used to compile (I stopped building from source because it just took up way way too much space).
EDIT: I have found a way to reproduce this reliably, with all engine configs at their default.
- Start a new project with the Vehicle Advanced Blueprint template.
- Open the VehicleBlueprint blueprint class.
3. If the editor opens a separate window for this, move the tab to the main window. (It only seems to happen when the BP editor is in the same window.) - Select the Vehicle’s Skeletal Mesh component in the components tab.
5. Grab and move the blueprint graph a bit with the right mouse button. (Doesn’t matter how but this needs to happen for some reason).
6. Under the mesh heading in the details panel on the right, select the mesh’s name next to the thumbnail to bring up the drop-down list, then click off the list to close it again. - Now, keeping the mouse cursor in the details panel, scroll with the mouse wheel up and down a couple times, move the mouse over random things and pause, then quickly move over other things. Hovering over the thumbnail for the Element 0 material is a pretty reliable way to trigger this.
Notes:
- This does NOT occur when using opengl mode by starting the editor with the -opengl4 switch, no matter what I do. It’s D3D specific.
- While this has 7 very specific steps, all of these steps are very normal things to do within an editing session at some point. Also, it’s not limited to this situation. Like I said, it also is triggered by the static mesh editor, and probably others. (In some cases, if the SM editor is loaded on startup with the project, it will IMMEDIATELY crash the GPU without even doing anything but moving the mouse just a hair.)
Nvidia GT 555M w/ Optimus (using external monitor)
Windows 7
Dell XPS L702x
Intel Core i7-2760QM