I constantly got errors so I just reinstalled the engine, epic games, windows, gpu drivers, etc.
Now I had a fresh unreal engine 5.4.3 and I created a new project and when I try to launch it I get the error:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000004116800070
UnrealEditor_Core!mi_free() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\2.0.0\src\alloc.c:486]
UnrealEditor_Core!FMemory::Free() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:150]
UnrealEditor_ShaderPreprocessor!maybe_expand_macro() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:3627]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2339]
UnrealEditor_ShaderPreprocessor!process_include() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:3823]
UnrealEditor_ShaderPreprocessor!process_directive() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:4196]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2327]
UnrealEditor_ShaderPreprocessor!process_include() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:3823]
UnrealEditor_ShaderPreprocessor!process_directive() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:4196]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2327]
UnrealEditor_ShaderPreprocessor!process_include() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:3823]
UnrealEditor_ShaderPreprocessor!process_directive() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:4196]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2327]
UnrealEditor_ShaderPreprocessor!preprocess_file() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:4997]
UnrealEditor_ShaderPreprocessor!PreprocessShader() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\ShaderPreprocessor.cpp:802]
UnrealEditor_ShaderCompilerCommon!UE::ShaderCompilerCommon::ExecuteShaderPreprocessingSteps() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderCompilerCommon\Private\ShaderCompilerCommon.cpp:1753]
UnrealEditor_ShaderCompilerCommon!UE::ShaderCompilerCommon::FBaseShaderFormat::PreprocessShader() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderCompilerCommon\Private\ShaderCompilerCommon.cpp:1778]
UnrealEditor_RenderCore!FInternalShaderCompilerFunctions::PreprocessShaderInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp:1268]
UnrealEditor_RenderCore!ConditionalPreprocessShader() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp:1409]
UnrealEditor_Engine!FString::operator*'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:1769]
UnrealEditor_Engine!FShaderCompileUtilities::ExecuteShaderCompileJob() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:855]
UnrealEditor_Engine!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_Engine!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::
13’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:177]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
I tried running it again and this time a little different error:
Assertion failed: bSucceed [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderResource.cpp] [Line: 626]
UnrealEditor_RenderCore!FShaderMapResource_InlineCode::CreateRHIShaderOrCrash() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderResource.cpp:626]
UnrealEditor_RenderCore!FShaderMapResource::CreateShaderOrCrash() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderResource.cpp:536]
UnrealEditor_RenderCore!ValidateShaderParameters() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderParameterStruct.cpp:509]
UnrealEditor_Renderer!RenderVirtualShadowMapProjectionCommon() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\VirtualShadowMaps\VirtualShadowMapProjection.cpp:427]
UnrealEditor_Renderer!RenderVirtualShadowMapProjection() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\VirtualShadowMaps\VirtualShadowMapProjection.cpp:581]
UnrealEditor_Renderer!FShadowSceneRenderer::ApplyVirtualShadowMapProjectionForLight() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Shadows\ShadowSceneRenderer.cpp:574]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::RenderDeferredShadowProjections() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp:2322]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\LightRendering.cpp:2042]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2774]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4832]
UnrealEditor_Renderer!UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<
FSceneCullingBuilder::UploadToGPU’::51'::<lambda_1> >'::
12’::<l() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5121]
UnrealEditor_RenderCore!FRenderCommandPipeRegistry::StopRecording'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1751]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:413]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:539]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]