So, it’s crashing inside of AMD’s driver, but I’m unsure why as I can’t seem to grab useful information from the dump file (it doesn’t match up with our symbol information for that particular build, which is strange). I’ll keep trying - in the meantime, could you try to run with -D3DDebug in the command line and post the log file here?
So I wasn’t sure exactly what you meant with the command line. I tried two things: 1) I created a shortcut of the Unreal Engine Project File for my 4.4 project then added -D3DDebug to the end of the target. I then launched the editor by double clicking on the altered shortcut. The attachment Test1 shows the log file from that crash after I added an effect. 2) I opened the editor with the 4.4 project and hit play. I then hit ` to open the console in the game and typed in -D3DDebug. I then hit escape to get out of play and added an effect. Test2 attached is the crash report from that attempt.
I should add that the second time the editor did last a second longer than normal before crashing, but I still wasn’t able to see any smoke from the effect when I placed it in the scene. Probably nothing, but thought I’d add it anyway.
We still have not been able to identify why the AMD driver is crashing the engine, but I want to try some basic “fix all” solutions which might get you up and running.
First Uninstall the UE4 Engine and reboot your CPU if necessary
Fifth, Once the new AMD driver and Catalyst are installed correctly and after any reboot that may be necessary, download a install the latest version of the Unreal Engine 4.
After all of that, please see if you are still crashing when opening a particle system
What is your card’s (not the Editor) Anti-Aliasing settings? Are you running TXAA, FXAA, MSAA? Try disabling and see if you can then view particles. Also try disabling in the editor with a post process volume set to no AA.
By the way, the program crashes constantly, not just when I bring in particles. There seems to be no rhyme or reason to the crashing either. Just now, it crashed while I was importing a static mesh. Attachedlink text is the callstack.
It actually won’t let me import it at all. It just crashes every time I hit import. I attached the FBX just so you can check to make sure that’s not what is actually causing the crash. link text
With this latest crash I can at least tell you it is an error with the new Automatic Unwrap tool. I have submitted a bug report on it and will let you know as our engineers look further into the issue.