# Repeated crashes linked to RayTracing ?

**URL:** <https://forums.unrealengine.com/t/repeated-crashes-linked-to-raytracing/2516519>\
**Category:** Rendering\
**Tags:** unreal-engine, Ray-Tracing, crash, dx12, question\
**Created:** [May 18, 2025, 12:58pm UTC](https://forums.unrealengine.com/t/repeated-crashes-linked-to-raytracing/2516519 "2025-05-18T12:58:55Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Data\_Vision](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/data_vision/32/1118730_2.png) [@Data\_Vision](https://forums.unrealengine.com/u/Data_Vision)\
**Post date:** [May 18, 2025, 12:58pm UTC](https://forums.unrealengine.com/t/repeated-crashes-linked-to-raytracing/2516519/1 "2025-05-18T12:58:55Z")

</div>

Hi, i’ve been having lots of crashes in my recent cinematic project, linked to ray tracing.

Sometimes i get handled ensures messages, and sometimes it just crashes. Rendering via MRQ sometimes fails, and almost always fails the second time i launch a render, forcing me to relaunch each time i render.  
I’d love to get more detailed info about it, i haven’t been able to pinpoint which raytracing feature is causing trouble, as i’m utilizing almost all of them ?

UE 5.5.4  
RTX5090 with latest drivers  
Hardware RT, DX12 SM6  
Nanite  
Lumen Hit Lighting  
Ray Traced Translucency  
Ray Traced Shadows

Here are the messages i gathered :

```auto
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

UnrealEditor_Renderer!FRayTracingSBTAllocation::GetSegmentCount() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracingShaderBindingTable.cpp:26]
UnrealEditor_Renderer!`FComputeShaderUtils::AddPass<FRayTracingSceneHitStatsDebugRenderCS>'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracing.cpp:1179]
UnrealEditor_Renderer!`FComputeShaderUtils::AddPass<FRayTracingSceneHitStatsDebugRenderCS>'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_Renderer!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64__ cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullp() [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:245]
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]

```

```auto
GPU Crash dump Triggered

UnrealEditor_D3D12RHI!FD3D12DynamicRHI::TerminateOnGPUCrash() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:961]
UnrealEditor_D3D12RHI!FD3D12DeferredInitView<FD3D12ShaderResourceView_RHI>::CreateViews'::2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1271]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::ForEachQueue() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHI.cpp:274]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::ProcessInterruptQueue() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1433]
UnrealEditor_D3D12RHI!FD3D12Thread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:97]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

```

```auto
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: RTLODData.SBTAllocation [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracing.cpp] [Line: 1120] 
LogOutputDevice: Error: Stack: 
LogOutputDevice: Error: [Callstack] 0x00007ffc618cc5f2 UnrealEditor-Renderer.dll!FComputeShaderUtils::AddPass<FRayTracingSceneHitStatsDebugRenderCS>'::2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracing.cpp:1120]
LogOutputDevice: Error: [Callstack] 0x00007ffc618ce594 UnrealEditor-Renderer.dll!FComputeShaderUtils::AddPass<FRayTracingSceneHitStatsDebugRenderCS>'::2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
LogOutputDevice: Error: [Callstack] 0x00007ffc618dc161 UnrealEditor-Renderer.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64__ cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::2'::<lambda_1>,std::nullptr_t>'::2'::FParallelExecutor>'::13'::<lambda_1>,0>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
LogOutputDevice: Error: [Callstack] 0x00007ffc74efee35 UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
LogOutputDevice: Error: [Callstack] 0x00007ffc74efeb6f UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:245]
LogOutputDevice: Error: [Callstack] 0x00007ffc74f261ad UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerLoop() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:514]
LogOutputDevice: Error: [Callstack] 0x00007ffc74eeb0d6 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker'::2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:75]
LogOutputDevice: Error: [Callstack] 0x00007ffc750f7e23 UnrealEditor-Core.dll!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
LogOutputDevice: Error: [Callstack] 0x00007ffc7554c0ad UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
LogOutputDevice: Error: [Callstack] 0x00007ffc755435cf UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ba07374 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffd3bebcc91 ntdll.dll!UnknownFunction []

```
