Hey guys. So I am running a source build of 5.1. After the recent windows 11 update ( I made no changes to my engine nor my project) This is happening And I can’t Launch. I am aware I COULD use DX11 but we are very much using lumen and nanite so its not much of an option for me. You guys got any fixes for this? I have tried updating VS. Reinstalling a previous GPU driver, neither worked.
Bumping this as It’s still an issue and I can’t seem to find any fix for this.
Try flushing the temp directories
- Intermediate
- DerivedDataCache
- Saved
(if c++ project) - .VS
- YourProjectName.sln
Regenerate project files & see if the error goes away.
Attempted this. Sadly did not work, I actually made a fresh project as well to rule out a project issue, same error.
Have you tried installing NVIDIA Studio Drivers if your on team green (NVIDIA)?
I did, I did a clean uninstall of the drivers I had and tried Studio as well. No dice. My buddy who works on this project with me, has not updated his windows 11, and is able to launch the project still, so im very convinced this was my last windows 11 update.
Is it the KB5025239 win 11 update? It can be uninstalled if that is causing problems. That one seems to be a rather messy update.
yep thats the one, i will try to uninstall.
Man this is an ongoing issue for almost a month now i have not been able to open our project on my pc. Does ANYONE have anything I can try? Using Dx11 is NOT an option. It does allow me to open the project and add stuff, but can’t dev in dx12 with the tech we are using.
If you are running from source then try walking up the chain of functions originating from the error PipelineStateCache.cpp line 238 and see in which area it fails.
is it during the RHI validation stage?
I’d put a breakpoint at PipelineStateCache.cpp line 1967
static FGraphEventRef CreateGraphicsPipelineState(....){}
and step through the code and see where it fails. You can at least track down the exact point of failure. I’d help but I’m still on win 10 here.
The 5.1.1 hotfix does mention a fix
UE-171261 Valid PSOs are filtered out from manual PSO cache
You error likely us linked directly to PSO (Pipeline State Object) which is the part that seems to be effected by the crash.
Perhaps updating the source files for the engine might fix it?
Full list of fixes
I will look into 5.1.1. , build it on my end, see if it fixes it, deff trying to refrain from engine upgrades at this point as we’ve done alot recently with moving from 4.26 to 5 then 5.1 lol. Thank you. Also on the walking up the chain, im not 100% I follow. Im far from a coder and primarily stick to the art side of things. I trace it to line 238 and it simply says Failed with little to no info.
Has anyone ever found a solution to this? I have the same problem when trying to start my Game build on my older laptop. It works fine on other PCs, so it must be some problem with the laptop not being able to handle the Lumen or Raytracing settings maybe.
Most probably the issue you face is not related to your code and more likely related to your hardware or plugins you have recently added. I’ve had this problem when i was trying to add Nvidia DLSS plugins to my project but my hardware didn’t support it (running on GTX). My game would run fine on a batch file but whenever i try to open the editor it crashes instatntly with the error message you provided. I solved it by disabeling NIS (Nvidia Image Scaler) in the DefautlEngine.ini by adding this line
r.NIS.Enable=0
under [/Script/Engine.RendererSettings].
I can’t specifically solve your problem as it may happen due to other conditions but try to check what changed since the last time your game was working fine and work your way from there.