Intermittent D3D12 UniformBuffer Access Violation Crash in UE 5.5.4 Packaged Builds

I’ve found a way to help identify which shader is causing the crash:

To help track down which shader is causing the crash, I added the following console variables to my project’s config:

[ConsoleVariables]
r.DumpShaderDebugInfo=1
r.ShaderDevelopmentMode=1

With these settings enabled, the editor will write shader debug information to the Saved\ShaderDebugInfo directory. The OutputHash.txt file in this directory contains shader hashes.

When the crash occurs again, you can:

  1. Get the shader hash from the crash context
  2. Search through the OutputHash.txt file in the ShaderDebugInfo directory
  3. This will help identify which material is causing the issue

This approach has helped me track down problematic materials that were causing similar UniformBuffer access violations in packaged builds.

I hope this helps others who are experiencing similar crashes. Let me know if you need any clarification on this debugging approach.