Shipping build crashes with DX12 and Raytracing enabled

Someone said in another forum that this problem is caused by Intel 13th and 14th issues…is that true? I have i9 13900k and getting same error after launch compiled game in UE 5.5.1.

but for some reason, if I ignore the message I can continue to play normally…

Nope. AMD 3950x over here.

I can continue “playing” too, but only for some seconds.

I had turned on megalights and started getting this problem. Disabling megalights in the Project Settings and unchecking the megalights box in the individual lights in the scene didn’t completely disable it. What seemed to fix it for me was adding “r.MegaLights.Allowed=0” to the DefaultEngine.ini.

Adding “r.ShaderPipelineCache.Enabled=0
r.ShaderPipelineCache.StartupMode=0” to DefaultEngine.ini and deleting %localappdata%\<ProjectName>\Saved\<ProjectName>_PCD3D_SM6.upipelinecache worked for me as well. Just adding feedback. Thanks!

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Hi! I have updated to version 5.5.1, but the issue still persists,too.

thanks! works for me too.

r.ShaderPipelineCache.SaveUserCache=0, as one user already said, seems to be enough. No need to use more cvars.

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indeed solves the issue. thank you.

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Indeed! I’m glad you got a solution for this! I know it’s been frustrating for me too.

Still not working for me. :S Does that require megalights to be set off? Tried to add allowedconfigfiles in defaultgame.ini but not sure if it have efffect.

Try off “Share Material Shader Code” in ProjectSettings. It’s help to me

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5.5.1 has the issue still

That worked for me, though I don’t fully understand the ramifications of disabling the option. I noticed that the .upipelinecache file doesn’t get generated in the localappdata/project/saved/ folder anymore.

Does this mean that it’s having to recompile the shaders on load every time, if that setting is disabled?

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Seems to have fixed it! Thanks!

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This for me also works. It faster load game, but seems about 10-20 procents your game use more space on SSD or HDD (because it not compresing some files, how I see…

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Unfurtunalty , It is still there. Thats only temporary solution and unfurtunatly it hits the release plan of the projects.

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Same here, I’m experiencing the same issue even with the 5.5.1

worked also for me. thank you

So - what exactly is the solution (temporary as it might be) ? Turn off Megalights? Or just r.ShaderPipelineCache.SaveUserCache=0 is enough?

or is it r.MegaLights.Allowed=0” to the DefaultEngine.ini. ?

That only cvar with Megalights ON worked for me