I’m also getting this with UE 4.27 (I wasn’t even able to build with UE 5)
I have 4G MSI GeForce 1650, an AMD Ryzen 9 3900X 12 Core with 32G of RAM and a 2Tb SSD
I’ve tried many things I found here and am waiting on order for new video card (12G) and more RAM (up to 64G) but I’m thinking this might be a bug.
Here’s a log snippet:
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 7692 Packages Remain 419 Total 8111
UATHelper: Packaging (Windows (64-bit)): LogTexture: Display: Building textures: Billboard_8K_Opacity (OODLE_BC7, 8192X8192)
UATHelper: Packaging (Windows (64-bit)): LogTextureFormatOodle: Display: non-RDO encode 8192 x 8192 x 1 to format OODLE_BC7 (Oodle OodleTex_BC7RGBA) lambda=0 effort=20
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: Total job queries 17961, among them cache hits 1214 (6.76%)
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: Tracking 9597 distinct input hashes that result in 4467 distinct outputs (46.55%)
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: RAM used: 46.36 MB (0.05 GB) of 1638.40 MB (1.60 GB) budget. Usage: 2.83%
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows (64-bit)): LogThreadingWindows: Error: Runnable thread PoolThread 38 crashed.
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Ran out of memory allocating 268435456 bytes with alignment 0