# LogD3D12RHI: Error: Failed to create pipeline state with combined hash.- Crash in editor and packaged builds (Source Build of Engine)

**URL:** <https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177>\
**Category:** Rendering\
**Tags:** unreal-engine, question\
**Created:** [July 25, 2024, 1:19am UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177 "2024-07-25T01:19:26Z")\
**Posts on this page:** 10\
**Page:** 1

<div class="post-metadata">

**Author:** ![Major\_Mints](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Major\_Mints](https://forums.unrealengine.com/u/Major_Mints)\
**Post date:** [July 25, 2024, 1:19am UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/1 "2024-07-25T01:19:26Z")

</div>

Im using a source build of UE 5.4.3, I just setup baked lighting for my level. Does anyone know why after a minute or so of having the level open, the engine will crash with the following error.

this also occurs in packaged builds for windows and android  
(android device is a quest 3)

fatal error: [File:C:\Unreal Engine\UnrealEngine5.4-Source\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 419]Shader compilation failures are Fatal.

Ive attempted:

1. Recompiling the Source build of the engine
2. Recompiling shaders via console command
3. deleting project binaries, intermediate, etc. and recompiling the project in visual studio

Edited to add: Relevant lines from Crash Log  
edit 2: this occurs in packaged builds too  
edit 3: im not using the DLSS plugin but just incase this is a similar issue with hardware, i left a comment (at below link) after attempting the fix below which did not work  
[/Script/Engine.RendererSettings]  
r.NIS.Enable=0

[link to possible NVIDIA bug forum post] [Unreal Engine NIS Crash on 10 Series GPUs/GTX - DLSS - NVIDIA Developer Forums](https://forums.developer.nvidia.com/t/unreal-engine-nis-crash-on-10-series-gpus-gtx/298204)

crash log’s relevant lines:

[2024.07.25-02.47.26:530][1]LogD3D12RHI: Waited for PSO creation for 100.000000ms  
[2024.07.25-02.47.41:167][622]LogD3D12RHI: Error: Failed to create pipeline state with combined hash C540A798A5D1314C, error 80070057.  
[2024.07.25-02.47.41:169][622]LogD3D12RHI: Warning: Failed to create graphics PSO with combined hash 0xC540A798A5D1314C:  
AlphaToCoverageEnable = 0  
IndependentBlendEnable = 1  
RenderTarget[0] = { 1, 0, 0x2, 0x2, 0x4, 0x2, 0x2, 0x4, 0x0, 0x2 }  
SampleMask = 0xFFFFFFFF  
FillMode = 3  
CullMode = 3  
FrontCounterClockwise = 1  
DepthBias = 0  
DepthBiasClamp = 0.000000  
SlopeScaledDepthBias = 0.000000  
DepthClipEnable = 1  
MultisampleEnable = 1  
AntialiasedLineEnable = 0  
ForcedSampleCount = 0  
ConservativeRaster = 0  
DepthEnable = 1  
DepthWriteMask = 0  
DepthFunc = 7  
StencilEnable = 0  
StencilReadMask = 0xFF  
StencilWriteMask = 0xFF  
FrontFace = { 1, 1, 1, 8 }  
BackFace = { 1, 1, 1, 8 }  
InputLayout.NumElements = 1  
InputLayout[0] = { “ATTRIBUTE”, 0, 0x2, 0, 0, 0x0, 0 }  
IBStripCutValue = 0x0  
PrimitiveTopologyType = 0x3  
NumRenderTargets = 1  
RTVFormats[0] = 0x57  
DSVFormat = 0x14  
SampleDesc = { 1, 0 }  
NodeMask = 0x1  
Flags = 0x0

[2024.07.25-02.47.41:169][622]LogRHI: Error: Failed to create graphics pipeline, hashes: Vertex: B55FCBE0C1AD03766D8F4CC2E6F4350B47F45B46, Pixel: 190250BD1935B929052D768EC183913753D44E13, Pipeline: 59D20EE47B29AE34253D9EBB4FAFE5F145756D59.  
[2024.07.25-02.47.41:169][622]LogRHI: Error: Vertex:   
[2024.07.25-02.47.41:169][622]LogRHI: Error: Pixel:   
[2024.07.25-02.47.41:169][622]LogRHI: Error: Render Targets: (8)  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0x2  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0x0  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0x0  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0x0  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0x0  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0x0  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0x0  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0x0  
[2024.07.25-02.47.41:169][622]LogRHI: Error: Depth Stencil Format:  
[2024.07.25-02.47.41:169][622]LogRHI: Error: 0xb  
[2024.07.25-02.47.41:169][622]LogWindows: Error: appError called: Fatal error: [File:C:\Unreal Engine\UnrealEngine5.4-Source\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 419]  
Shader compilation failures are Fatal.

---

<div class="post-metadata">

**Author:** ![Choedan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Choedan](https://forums.unrealengine.com/u/Choedan)\
**Post date:** [July 26, 2024, 7:38pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/2 "2024-07-26T19:38:13Z")

</div>

I got the same error, my log:

[2024.07.26-16.47.06:776][589]LogD3D12RHI: Error: Failed to create pipeline state with combined hash 64D1392549498960, error 80070057.  
[2024.07.26-16.47.06:777][590]LogD3D12RHI: Warning: Failed to create graphics PSO with combined hash 0x64D1392549498960:  
AlphaToCoverageEnable = 0  
IndependentBlendEnable = 1  
RenderTarget[0] = { 1, 0, 0x5, 0x6, 0x1, 0x1, 0x6, 0x1, 0x0, 0xF }  
SampleMask = 0xFFFFFFFF  
FillMode = 3  
CullMode = 3  
FrontCounterClockwise = 1  
DepthBias = 0  
DepthBiasClamp = 0.000000  
SlopeScaledDepthBias = 0.000000  
DepthClipEnable = 1  
MultisampleEnable = 1  
AntialiasedLineEnable = 0  
ForcedSampleCount = 0  
ConservativeRaster = 0  
DepthEnable = 0  
DepthWriteMask = 0  
DepthFunc = 8  
StencilEnable = 0  
StencilReadMask = 0xFF  
StencilWriteMask = 0xFF  
FrontFace = { 1, 1, 1, 8 }  
BackFace = { 1, 1, 1, 8 }  
InputLayout.NumElements = 11  
InputLayout[0] = { “ATTRIBUTE”, 0, 0x6, 0, 0, 0x0, 0 }  
InputLayout[1] = { “ATTRIBUTE”, 1, 0x1F, 1, 0, 0x0, 0 }  
InputLayout[2] = { “ATTRIBUTE”, 2, 0x1F, 1, 4, 0x0, 0 }  
InputLayout[3] = { “ATTRIBUTE”, 3, 0x57, 2, 0, 0x0, 0 }  
InputLayout[4] = { “ATTRIBUTE”, 4, 0xA, 3, 0, 0x0, 0 }  
InputLayout[5] = { “ATTRIBUTE”, 15, 0x22, 3, 0, 0x0, 0 }  
InputLayout[6] = { “ATTRIBUTE”, 5, 0xA, 3, 8, 0x0, 0 }  
InputLayout[7] = { “ATTRIBUTE”, 6, 0xA, 3, 8, 0x0, 0 }  
InputLayout[8] = { “ATTRIBUTE”, 7, 0xA, 3, 8, 0x0, 0 }  
InputLayout[9] = { “ATTRIBUTE”, 14, 0x2, 4, 0, 0x0, 0 }  
InputLayout[10] = { “ATTRIBUTE”, 13, 0x2A, 5, 0, 0x1, 1 }  
IBStripCutValue = 0x0  
PrimitiveTopologyType = 0x3  
NumRenderTargets = 1  
RTVFormats[0] = 0xA  
DSVFormat = 0x14  
SampleDesc = { 1, 0 }  
NodeMask = 0x1  
Flags = 0x0

[2024.07.26-16.47.06:777][590]LogRHI: Error: Failed to create graphics pipeline, hashes: Vertex: D8C6CD59A577640637B093E96DA5F9B186A182F1, Vertex: D8C6CD59A577640637B093E96DA5F9B186A182F1, Pipeline: 7AB0F062AE242610EFDDFD26F9C54185CF04D5B4.  
[2024.07.26-16.47.06:777][590]LogRHI: Error: Vertex:   
[2024.07.26-16.47.06:777][590]LogRHI: Error: Pixel:   
[2024.07.26-16.47.06:777][590]LogRHI: Error: Render Targets: (8)  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0xa  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0x0  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0x0  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0x0  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0x0  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0x0  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0x0  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0x0  
[2024.07.26-16.47.06:777][590]LogRHI: Error: Depth Stencil Format:  
[2024.07.26-16.47.06:777][590]LogRHI: Error: 0xb  
[2024.07.26-16.47.06:777][590]LogWindows: Error: appError called: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 419]  
Shader compilation failures are Fatal.

---

<div class="post-metadata">

**Author:** ![Choedan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Choedan](https://forums.unrealengine.com/u/Choedan)\
**Post date:** [July 27, 2024, 7:05pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/3 "2024-07-27T19:05:24Z")

</div>

I want to add that switching to DX11 from DX12 made it so i could keep working on my project, although it’s not a solution to the underlying issue, it’s a workaround that made me able to continue for now.

---

<div class="post-metadata">

**Author:** ![Nikibbles](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nikibbles](https://forums.unrealengine.com/u/Nikibbles)\
**Post date:** [August 28, 2024, 3:17pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/4 "2024-08-28T15:17:15Z")

</div>

Curious, have you found a proper solution for this yet? I am getting the exact same error

---

<div class="post-metadata">

**Author:** ![Choedan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Choedan](https://forums.unrealengine.com/u/Choedan)\
**Post date:** [September 27, 2024, 10:00pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/5 "2024-09-27T22:00:36Z")

</div>

No, so far i’ve just been sticking to DX12

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<div class="post-metadata">

**Author:** ![ModernAtomX](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ModernAtomX](https://forums.unrealengine.com/u/ModernAtomX)\
**Post date:** [October 1, 2024, 8:07pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/6 "2024-10-01T20:07:08Z")

</div>

I actually was able to fix it in my case by swapping from DX12 to DX11.

It originally ran just fine with DX12, but then it started giving me this issue.

Maybe someone this will be useful to someone with more technical, in depth knowledge of the engine.

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<div class="post-metadata">

**Author:** ![plecheg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@plecheg](https://forums.unrealengine.com/u/plecheg)\
**Post date:** [November 6, 2024, 9:41am UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/7 "2024-11-06T09:41:12Z")

</div>

We have the same issue, and struggling against it for couple months( after we switched to 5.4 ). No luck.

---

<div class="post-metadata">

**Author:** ![laserbritches](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/laserbritches/32/1048668_2.png) [@laserbritches](https://forums.unrealengine.com/u/laserbritches)\
**Post date:** [April 7, 2025, 7:49pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/8 "2025-04-07T19:49:59Z")

</div>

I’m adding to the chorus here. Not sure when this started but even a fresh first person project in 5.4.4 crashes without even opening, unless I delete or change the defaultengine.ini.

If I delete these lines, I don’t get the crash:  
`-D3D12TargetedShaderFormats=PCD3D_SM5`  
`+D3D12TargetedShaderFormats=PCD3D_SM6`

Or if I change  
`DefaultGraphicsRHI=DefaultGraphicsRHI_DX12`  
to  
`DefaultGraphicsRHI=DefaultGraphicsRHI_DX11`  
Then that also works for me.

But this seems like a temporary workaround. Rolling back my Nvidia drivers also didn’t help. But now that I see people had this problem back in July I can see that it seems like not a driver issue.

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<div class="post-metadata">

**Author:** ![laserbritches](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/laserbritches/32/1048668_2.png) [@laserbritches](https://forums.unrealengine.com/u/laserbritches)\
**Post date:** [April 7, 2025, 11:11pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/9 "2025-04-07T23:11:14Z")

</div>

I have solved this issue in my case. What happened is that even though I was deleting DerivedDataCache folders (project and shared and global), there was nothing actually in those, so I wasn’t actually deleting the shader cache. I’m using 5.4 which now uses the Zen server to cache derived data. I opened the Zen dashboard from the Derived Data menu in the level editor and used the menu option to delete data and restart, and that solved all my weird shader compilation issues I’ve been having recently including this one.

---

<div class="post-metadata">

**Author:** ![Kevin\_TBS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kevin\_TBS](https://forums.unrealengine.com/u/Kevin_TBS)\
**Post date:** [October 29, 2025, 3:36pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177/10 "2025-10-29T15:36:16Z")

</div>

I had the same error message: `Shader compilation failures are Fatal.`

> [2025.10.28-17.39.18:146][2]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 966.497498  
> Exception thrown at 0x00007FFFF7825369 in UnrealEditor-Win64-DebugGame.exe: Microsoft C++ exception: \_com\_error at memory location 0x000000EB0957DD90.  
> [2025.10.28-17.39.18:832][4]LogD3D12RHI: Error: Failed to create pipeline state with combined hash 7BC2A8C25166EA9A, error 80070057.  
> ‘UnrealEditor-Win64-DebugGame.exe’ (Win32): Loaded ‘E:\NMRiH2\_Main\Engine\Binaries\ThirdParty\Windows\DirectX\x64\d3dcompiler\_47.dll’. Symbols loaded without source information.  
> ‘UnrealEditor-Win64-DebugGame.exe’ (Win32): Unloaded ‘E:\NMRiH2\_Main\Engine\Binaries\ThirdParty\Windows\DirectX\x64\d3dcompiler\_47.dll’  
> ‘UnrealEditor-Win64-DebugGame.exe’ (Win32): Loaded ‘E:\NMRiH2\_Main\Engine\Binaries\ThirdParty\Windows\DirectX\x64\d3dcompiler\_47.dll’. Symbols loaded without source information.  
> [2025.10.28-17.39.18:886][5]LogD3D12RHI: Warning: Failed to create compute PSO with combined hash 0x7BC2A8C25166EA9A:  
> [2025.10.28-17.39.18:886][5]LogRHI: Error: Failed to create compute pipeline with hash 4FE4603AC6C8EBF36FEB52E371622FB07C87E1A5.  
> [2025.10.28-17.39.18:886][5]LogRHI: Error: Shader:   
> Fatal error: [[File:engine/source/runtime/rhi/private/pipelinestatecache.cpp](file://engine/source/runtime/rhi/private/pipelinestatecache.cpp)] [Line: 551]  
> Shader compilation failures are Fatal.  
> A breakpoint instruction (\_\_debugbreak() statement or a similar call) was executed in UnrealEditor-Win64-DebugGame.exe.

I was able to successfully launch the editor using DX11 but no amount of clearing the Zen cache and restarting the Zen server did anything. Finally a colleague suggested adding `-d3ddebug`and that gave me a new error message:

```auto
D3D12 ERROR: ID3D12Device::CreateComputeShader: Shader uses native 16bit ops, but the device does not support this. To check for support, check device caps via the CheckFeatureSupport() API [STATE_CREATION ERROR #622: CREATESHADER_INVALIDBYTECODE]

```

This lead to another epic thread (I think you need to have a DEV account to see it):

[https://epicprosupport.epicgames.com/s/question/0D5QP000010ViKn0AK/setting-screen-percentage-on-gtx-1060-failed-to-compile-due-to-native-16bit-types](https://epicprosupport.epicgames.com/s/question/0D5QP000010ViKn0AK/setting-screen-percentage-on-gtx-1060-failed-to-compile-due-to-native-16bit-types)

But that thread suggested that my graphics card did not support 16 bit ops…so I updated `NISShaders.cpp` to include a check for whether 16 bit ops is supported ` && GRHIGlobals.SupportsNative16BitOps` :

> if (View.GetFeatureLevel() == ERHIFeatureLevel::SM6 && GRHIGlobals.SupportsNative16BitOps)  
> {  
> HalfPrecisionPermutation = ENISHalfPrecisionPermutation::Float16DXC;  
> }

Now this all works and I can launch the editor and my project without any crashes…and once I get a new video card, I should be just fine.
