Please Help! Project suddenly crashing on launch

I’m receiving the following error all of a sudden when trying to launch my game. All that is different from today and yesterday is a new monitor. When the editor finishes loading, I can see my level as well as my open tabs for a few moments before it crashes.

LoginId:678a7c51440952413e59ae9332ea33ab
EpicAccountId:5fa750cd5c1e4148905ba5448ff26d93

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000000002000000c

amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
amdxc64
D3D12Core
D3D12Core
D3D12Core
D3D12Core
D3D12Core
D3D12
D3D12Core
UnrealEditor_D3D12RHI!FD3D12RayTracingPipelineState::FD3D12RayTracingPipelineState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:2184]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::RHICreateRayTracingPipelineState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:2693]
UnrealEditor_RHI!FCompileRayTracingPipelineStateTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp:3400]
UnrealEditor_RHI!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:635]
UnrealEditor_RHI!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_RHI!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:267]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:514]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:75]
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:159]

Hello there @Apex14291!

Checking around the community for similar scenarios, this error (Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000000002000000c) is usually related to either memory outage, or a graphics conflict. Since the log has calls to D3D12Core.dll, and FD3D12RayTracingPipelineState, the most likely cause is the second option.

Please try the following steps for resolution:

  1. Clean slate your AMD drivers (update to the latest version, or test the most stable iteration)

  2. Disable Ray Tracing in your project (if you cannot open it at all, disable it from the DefaultEngine.ini file with the line:
    [/Script/Engine.RendererSettings]
    r.RayTracing=False

  3. Delete contents from project folders Saved, Intermediate, and DerivedDataCache

  4. If all else fails, test by opening a new, clean project, and check if the crash occurs the same way

2 Likes

I would also suggest doing a memory test.
I’ve seen a couple of gaming threads where amdxc64.dll was linked to a faulty ram stick.

3 Likes

@3dRaven @brs-sebascova I literally cannot thank you two enough. Disabling Ray-Tracing outside of the engine got me in, and I didn’t know windows had a built in memory check like that. I ran it and luckily everything seems good. I’m going to do a fresh install of my AMD drivers just in case as well. Once again, Thank You both.

1 Like