I’m getting this error crash when I go to render a scene in sequencer?
LoginId:750412d24951ec2b49f4afa27b287e34
EpicAccountId:a189d79af6ac41bdb6ad1f00dc5033e2
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00007ffe04000000
ucrtbase
ucrtbase
ucrtbase
UnrealEditor_Core!StaticFailDebugV() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:226]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:559]
UnrealEditor_RenderCore!DispatchCheckVerify<void,<lambda_0ac4c378e9ed3e1ba22060a16b4e7ad1>,wchar_t [54],unsigned int,unsigned int>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:172]
UnrealEditor_RenderCore!ResizeStructuredBufferSOAIfNeeded() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\UnifiedBuffer.cpp:440]
UnrealEditor_Renderer!FGPUScene::UpdateBufferState() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:709]
UnrealEditor_Renderer!FGPUScene::UpdateInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:651]
UnrealEditor_Renderer!FGPUScene::Update() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:1607]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2507]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4390]
UnrealEditor_Renderer!<lambda_d825e7d5a738e0bb6b7e834ee381bd9e>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4668]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::
87’::FDrawSceneCommandName,<lambda_d825e7d5a738e0bb6b7e834ee381bd9e> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::
87’::FDrawSceneCommandName,<lambda_d825e7d5a738e0bb6b7e834ee381bd9e> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:415]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:541]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]