Rendering Sequence Error Crash

Hey,

I’m having trouble with rendering out a level sequence. Once I start the render, the render preview window will pop up and then it will crash before it is able to render out the first frame. It gives me the report below. Any help would be appreciated.

Thanks!


LoginId:72cdf79d493c211df44164b8d16ca974
EpicAccountId:c668d50c6b5f41c891de072b7774a163Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000009f008000000ucrtbase
ucrtbase
ucrtbase
UnrealEditor_Core!FDebug::LogAssertFailedMessageImplV() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:309]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:514]
UnrealEditor_RenderCore!DispatchCheckVerify<void,<lambda_aa6aa7c9f9f8fa07c876dda6ce20930d> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:170]
UnrealEditor_RenderCore!ResizeResourceSOAIfNeeded() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\UnifiedBuffer.cpp:467]
UnrealEditor_Renderer!FGPUScene::UpdateBufferState<FUploadDataSourceAdapterScenePrimitives>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:1005]
UnrealEditor_Renderer!FGPUScene::UpdateInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:644]
UnrealEditor_Renderer!FGPUScene::Update() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp:1824]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2169]
UnrealEditor_Renderer!RenderViewFamily_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4102]
UnrealEditor_Renderer!<lambda_220f8abc2f1feaab5010e9f914117006>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4353]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`46'::FDrawSceneCommandName,<lambda_220f8abc2f1feaab5010e9f914117006> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`46'::FDrawSceneCommandName,<lambda_220f8abc2f1feaab5010e9f914117006> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]