I've been getting constant errors.

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]

How much system RAM do you have?
How much graphics RAM do you have?
What graphics card are you using?
Are you building the engine yourself?

1 Like

I have 32gb ddr5, a 4060ti with 8gb and an intel i7-13700F.
All I did was create a blank game with starter content and I tried to open it via the editor run on administrator.

Changing DX12 to DX11 allowed me to get in but this was the case before I reinstalled everything the first time. Eventually, I start crashing with errors.

Because I am not too experienced with Unreal, I was hoping that the error logs could tell me what I need to fix.

For instance, I was working on the project and I was adding things to my project from quixel bridge. Suddenly, I get this error:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000055fefd2b820

UnrealEditor_StaticMeshDescription!TArray<FEdgeID,TSizedInlineAllocator<2,32,TSizedDefaultAllocator<32> > >::AddUniqueImpl<FEdgeID const & __ptr64>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h:2567]
UnrealEditor_StaticMeshDescription!TMeshAttributesRef<int,TArrayView<FVertexInstanceID,int> >::operator [D:\build++UE5\Sync\Engine\Source\Runtime\StaticMeshDescription\Private\StaticMeshOperations.cpp:1559]
UnrealEditor_StaticMeshDescription!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::2’::<lambda_1>,std::nullptr_t>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:143]
UnrealEditor_StaticMeshDescription!FStaticMeshOperations::ComputeTangentsAndNormals() [D:\build++UE5\Sync\Engine\Source\Runtime\StaticMeshDescription\Private\StaticMeshOperations.cpp:1505]
UnrealEditor_MeshBuilder!FMeshDescriptionHelper::SetupRenderMeshDescription() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshDescriptionHelper.cpp:85]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:506]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:51]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:3150]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5578]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6332]
UnrealEditor_Engine!FAsyncTask::DoTaskWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:630]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor!LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::13’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::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]

Greetings @JisooD.Kim

Welcome to the Unreal Engine Forum. The steps with using DX11 definitely do help. However, sometimes it’s not enough to resolve the problem. Do you have more than one drive on your computer, by chance? The error you’re getting has some indicators that it could be hitting a wall with memory allocation. However, 32GB is usually fine unless you’re really trying to load up something with a ton of content in it.

I may have bad news for you …

Unreal Editor typically pushes a computer much harder than most other applications, including finished games, so it may end up exercising parts of the CPU that don’t otherwise get much exercise.
And the i7-13700 is one of the possibly affected chips of some CPU problems.
Given that this isn’t commonly seen, it’s possible this is the problem you’re running into.

Unless, as @FrostyJas says, you’re opening a bigger project, because 32 GB really isn’t enough for the editor for a “real scale” game.

I didn’t even think about 13th gen CPU reports. I run one myself and recall seeing that. I would be curious if it’s something in relation to that or if they’re opening a very large file. 32GB would definitely be a possible issue if the project is large.