LogRHI: Error: Breadcrumbs 'RenderingThread' problem when loading stuff

Hello everyone, I’m here to tell you about a crash that has been happening to me for the last 9 days. Make yourselves comfortable for my diary with my crash.

First of all, I’ll share the crash with you:

[2025.12.12-09.59.16:594][725]LogRHI: Error: Breadcrumbs ‘RenderingThread’

  • Nanite::BasePass

  • NaniteBasePass

  • BasePass

  • Scene

  • RenderGraphExecute - /ViewFamilies

  • SceneRender - ViewFamilies

  • Frame 15724

[2025.12.12-09.59.16:594][725]LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Debug.exe

[2025.12.12-09.59.16:594][725]LogMemory: Platform Memory Stats for Windows

[2025.12.12-09.59.16:594][725]LogMemory: Process Physical Memory: 4439.71 MB used, 5601.38 MB peak

[2025.12.12-09.59.16:594][725]LogMemory: Process Virtual Memory: 12105.31 MB used, 14281.36 MB peak

[2025.12.12-09.59.16:594][725]LogMemory: Physical Memory: 45158.96 MB used, 150565.36 MB free, 195724.31 MB total

[2025.12.12-09.59.16:594][725]LogMemory: Virtual Memory: 54496.07 MB used, 153516.25 MB free, 208012.31 MB total

[2025.12.12-09.59.16:594][725]Message dialog closed, result: Ok, title: The UE-LyraStarterGame Game has crashed and will close, text: Fatal error!

[2025.12.12-09.59.16:594][725]LogWindows: Error: === Critical error: ===

[2025.12.12-09.59.16:594][725]LogWindows: Error:

[2025.12.12-09.59.16:594][725]LogWindows: Error: Fatal error!

[2025.12.12-09.59.16:594][725]LogWindows: Error:

[2025.12.12-09.59.16:594][725]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

[2025.12.12-09.59.16:594][725]LogWindows: Error:

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff789dec975 LyraGame.exe!BindUniformBuffer() [D:\UnrealEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:125]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff789e188a4 LyraGame.exe!SetShaderParametersOnContext() [D:\UnrealEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1319]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff789e0d017 LyraGame.exe!FD3D12CommandContext::RHISetShaderParameters() [D:\UnrealEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1366]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a1109be LyraGame.exe!FRHICommandSetShaderParameters::Execute() [D:\UnrealEngine\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:124]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff7888910d1 LyraGame.exe!FRHICommand<FRHICommandSetShaderParameters,FRHICommandSetShaderParametersString1788>::ExecuteAndDestruct() [D:\UnrealEngine\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1621]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a112d11 LyraGame.exe!FRHICommandListBase::Execute() [D:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:524]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a14032e LyraGame.exe!FRHICommandListExecutor::FTranslateState::Translate() [D:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1081]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a0fc096 LyraGame.exe!`FRHICommandListExecutor::FSubmitState::Dispatch’::`10’::<lambda_1>::operator()() [D:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1029]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a1146d1 LyraGame.exe!FRHICommandListExecutor::FTaskPipe::Execute() [D:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:725]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78588f686 LyraGame.exe!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr const &),0> >::ExecuteTask() [D:\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:707]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78526ff33 LyraGame.exe!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\UnrealEngine\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:528]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff785263059 LyraGame.exe!FNamedTaskThread::ProcessTasksNamedThread() [D:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff7852635ae LyraGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() [D:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff785272447 LyraGame.exe!FTaskGraphCompatibilityImplementation::WaitOnNamedThreadForTasks() [D:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1511]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff785272bd3 LyraGame.exe!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1478]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff7859143dd LyraGame.exe!FTaskGraphInterface::WaitUntilTaskCompletes() [D:\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:428]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a13d8d5 LyraGame.exe!FRHICommandListExecutor::Submit() [D:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1493]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a125aba LyraGame.exe!FRHICommandListImmediate::ImmediateFlush() [D:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1573]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a25793b LyraGame.exe!FRDGBuilder::Execute() [D:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2114]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff789819fcb LyraGame.exe!`FSceneRenderProcessor::Execute’::`30’::<lambda_4>::operator()() [D:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRenderBuilder.cpp:939]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a29d6f1 LyraGame.exe!`FRenderThreadCommandPipe::EnqueueAndLaunch’::`5’::<lambda_1>::operator()() [D:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1547]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a2bbd57 LyraGame.exe!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:707]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78526ff33 LyraGame.exe!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\UnrealEngine\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:528]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff785263059 LyraGame.exe!FNamedTaskThread::ProcessTasksNamedThread() [D:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff7852635ae LyraGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() [D:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a2dbddc LyraGame.exe!RenderingThreadMain() [D:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:319]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78a2dc6f9 LyraGame.exe!FRenderingThread::Run() [D:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:451]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff78589b218 LyraGame.exe!FRunnableThreadWin::Run() [D:\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ff785893f0f LyraGame.exe!FRunnableThreadWin::GuardedRun() [D:\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]

[2025.12.12-09.59.16:594][725]LogWindows: Error: [Callstack] 0x00007ffb3822e8d7 KERNEL32.DLL!UnknownFunction

[2025.12.12-09.59.16:594][725]LogWindows: Error:

I recently changed my Unreal project from 5.4 to 5.6. I have a map that works with world partition, has nanite enabled, and so on. I recently realised that when I modified a part of the world, I think some shaders had to be recompiled, and since then all subsequent builds have failed. Even after removing the commit that ‘broke that build’. I guess that since the pso has been reset, it now fails. It’s a bit random because this crash occurs when loading certain meshes from the world or parts of the landscape. The truth is that the logs don’t give much information about it. Some logs that I’ve seen that have piqued my curiosity are these:

[2025.12.12-08.50.47:663][549]LogMaterial: Error: Loading a material resource None with an invalid ShaderMap!

We have already tried several things:

  • We have tried using Directx11
  • We have tried disabling the RHI Thread completely
  • We have recompiled all the shaders in the project in case any shader was failing.
  • We have cleared the project cache and rebuilt it

Hello my readers, I will keep updating you with my diary of a crash.

We disabled nanite and still crashes. I tried to attach to the process of the build in order to debug the crash but sometimes it crashes on a compute shader and sometimes in a vertex shader so nothing very specific. I will post some of the screenshots I took.

I tried to recreate the crash on the editor but I only managed to force a huge lag, that in the output log tells me sometimes

LogGarbage: Warning: Class UIExtensionSubsystem or a super class did not call Super::AddReferencedObjects LogGarbage: Warning: Class UIExtensionSubsystem or a super class did not call Super::AddReferencedObjects LogGarbage: Warning: Class UIExtensionSubsystem or a super class did not call Super::AddReferencedObjectsLogGarbage: Warning: Class UIExtensionSubsystem or a super class did not call Super::AddReferencedObjects LogUObjectHash: Compacting FUObjectHashTables data took 14.30ms LogGarbage: Warning: Class UIExtensionSubsystem or a super class did not call Super::AddReferencedObjects

or this one:

LogStreaming: Display: UWorld::AddToWorld: updating components for /Memory/UEDPIE_1_LV_EO_Map_8x8_1res_03697K9FX1T1AM7B08TGFGK01 took (less than) 26.98 ms LogD3D12RHI: Waited for PSO creation for 100.000000ms LogStreaming: Display: UWorld::AddToWorld: updating components for /Memory/UEDPIE_1_LV_EO_Map_8x8_1res_9DYBMUYBSS40NDEHJBG1W8EHD took (less than) 37.86 ms

or this one:

LogGarbage: Warning: Class UIExtensionSubsystem or a super class did not call Super::AddReferencedObjects LogGarbage: Warning: Class UIExtensionSubsystem or a super class did not call Super::AddReferencedObjects LogUObjectHash: Compacting FUObjectHashTables data took 12.51ms LogWorldPartition: Streaming performance changed: Critical → Slow LogWorldPartition: Streaming performance changed: Slow → Critical LogActor: Loaded Actor (BP_Wood_Door_GEN_VARIABLE_BP_Wood_Door_C_CAT) with IsValid() == false LogWorldPartition: Streaming performance changed: Critical → Slow LogActor: Loaded Actor (NODE_AddChildActorComponent-12_BP_Kit_Wall_Door_D_2x4_Prefabs_C_CAT) with IsValid() == false LogActor: Loaded Actor (BP_Wood_Door_GEN_VARIABLE_BP_Wood_Door_C_CAT) with IsValid() == false

right now Im taking a look at these things, will keep u updated, thx for reading

Ive disabled enable streaming on my 8X8 world partition map, it seems to work but somehow I have to enable it back because I need world partition to be enabled hehe. But good info that the problem seems to happen at the load and unload process.

Hello again dear readers, welcome again to my crash diary. We are still trying things and I really dont know what it is. Basically, by disabling EnableStreaming in world partition we can play the game. The problem is that I would like to use World Partition, so I need to discover how to fix it.

I rebuilt the landscape because I thought maybe it could be the landscape as I was getting these warnings, but it is not working, it is the same crash as before:

LogShaders: Warning: /Engine/Private/LandscapeVertexFactory.ush(461,3): warning X4000: use of potentially uninitialized variable (GetVertexFactoryPerPixelHeight)
LogShaders: Warning: /Engine/Private/LandscapeVertexFactory.ush(462,2): warning X4000: use of potentially uninitialized variable (GetVertexFactoryPerPixelHeight)
LogShaderCompilers: Warning: Failed to compile Material /Game/Environments/Landscape/Materials/M_PCG_Landscape.M_PCG_Landscape (MI:/Game/Levels/LV_EO_Map_8x8_1res/Generated/8XVLVP11AZMG061AFPKQO6PLN.LV_EO_Map_8x8_1res:PersistentLevel.LandscapeStreamingProxy_BH0J3YWBKJOJWCVDD0XHRBPFP_510_6_23_0.LandscapeMaterialInstanceConstant_0) for platform PCD3D_SM5, Default Material will be used in game.
Shader debug info dumped to: “C:\Users\Build\wkspaces\Saved\ShaderDebugInfo\PCD3D_SM5\M_PCG_Landscape_f07b21a9509e9876\Default\FLandscapeFixedGridVertexFactory\TVirtualTexturePSBaseColorNormalSpecular\0_421419d440ce9433”
D:\Engine\Engine\Shaders\Private\VirtualTextureMaterial.intermediate.usf(84,14-41): Shader TVirtualTexturePSBaseColorNormalSpecular, Permutation 0, VF FLandscapeFixedGridVertexFactory:
LogShaderCompilers: Warning: Failed to compile Material /Game/Environments/Landscape/Materials/M_PCG_Landscape.M_PCG_Landscape (MI:/Game/Levels/LV_EO_Map_8x8_1res/Generated/8XVLVP11AZMG061AFPKQO6PLN.LV_EO_Map_8x8_1res:PersistentLevel.LandscapeStreamingProxy_BH0J3YWBKJOJWCVDD0XHRBPFP_510_6_23_0.LandscapeMaterialInstanceConstant_3) for platform PCD3D_SM5, Default Material will be used in game.
Shader debug info dumped to: “C:\Users\Build\wkspaces\Saved\ShaderDebugInfo\PCD3D_SM5\M_PCG_Landscape_f07b21a9509e9876\Default\FLandscapeFixedGridVertexFactory\TVirtualTexturePSBaseColorNormalSpecular\0_421419d440ce9433”
D:\Engine\Engine\Shaders\Private\VirtualTextureMaterial.intermediate.usf(84,14-41): Shader TVirtualTexturePSBaseColorNormalSpecular, Permutation 0, VF FLandscapeFixedGridVertexFactory:
LogMaterial: Warning: Cooking a material resource (in M_PCG_Landscape hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
LogMaterial: Warning: Cooking a material resource (in M_PCG_Landscape hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
LogMaterial: Warning: Cooking a material resource (in M_PCG_Landscape hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.

If anyone is reading this, give me some ideas, im destroyed xd