(Solved) Everytime I exit the editor, it will crash on startup until I delete the maps respective built data

Anyone else ran into this issue, crash log is below. I am on the latest UE 5.7, and yes I tried using Directx12 instead of Vulkan. I actually switched to vulkan in the hopes the crash would stop since it mentions the RHI in the crash log thingy.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000001700000172

UnrealEditor_VulkanRHI
UnrealEditor_VulkanRHI
UnrealEditor_VulkanRHI
UnrealEditor_VulkanRHI
UnrealEditor_RHI
UnrealEditor_Renderer
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

sometimes I’ll also get

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Internal\RHIUniformBufferUtilities.h] [Line: 125]
Uniform buffer bound to slot 3 is not what the shader expected:
Bound : Uniform Buffer[FIndirectLightingCacheUniformParameters] with Hash[0x202183f0]
Expected : Uniform Buffer[] with Hash[0x2d46a8b5]
Shader Name :
Layout CB Size : 272
Layout Num Resources : 6
Resource Types : 5 5 5 8 8 8

hello, unfortunately that doesn’t says much.

can you upload the logs ?

also try installing debug symbols.

and please put the info about your system. operative system, ram, video ram, gpu, cpu, driver versions , studio or game.

UE4_First_Person_Sys.log (173.2 KB)

UE4_First_Person_Sys_2.log (171.3 KB)
Operating System: Microsoft Windows 11
CPU: AMD Ryzen 7 7800X3D 8-Core Processor
RAM: 32 GB
GPU: NVIDIA GeForce RTX 5070
VRAM: 12 GB

I’m on the latest Nvidia game driver, version 581.80. I did try reinstalling it earlier but it made no difference. I’ll install debug symbols.

the game driver is known to bring issues. it’s highly recommended to use the studio version.

also when you reinstall nvidia, you need to use a specific driver removal tool from nvidia site or it won’t remove the drivers properly.

the ram and vram seems good enough, so out of memory doesn’t seem to be the issue.

does it happen on an empty sample project?

i’m not sure what the problem is, but it seems to be related to rtpso. can you try disabling hardware raytracing and see if that fixes the problem. though i’m not sure i’ll recommend leaving that disabled in the packaged game.

I apologize that it will take me long to get back, I have installed the studio drivers and am installing debug symbols. It will take a bit though they are massive. Once its done I’ll see if the same issue occurs in a sample project, and see if studio drivers fixes the issue in my current project.

1 Like

No rush. better take things step by step.

good luck!

Also i’d recommend trying a few packaged games (like games you’ve bought) to see if there’s a driver or general issue (like a faulty ram).

I’m now on studio drivers, I tried a sample project. In the sample project I’ve enabled static lighting and I disabled lumen so I’d have relatively the same environment. I built the lighting in the sample map, then exited and reopened and it didn’t crash. So I tried my project, and it crashed. I’ve deleted the built data, so it would open again. Then I built lighting, closed it, and it crashed when trying to re open with the below crash log. I’ve also included the full log of this session. I regularly game on this computer so I’m reasonably certain that my hardware is okay, but I will try a couple UE5 games I have in my library when they finish downloading.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001d20000083f

UnrealEditor_VulkanRHI!UE::RHI::Private::EnumerateUniformBufferResources<FRHITexture,UE::RHI::Private::SetUniformBufferResourcesFromTables<FVulkanResourceBinder<FVulkanPendingGfxState> &,FVulkanUniformBuffer * [16],unsigned short,0>'::4’::<lambda_1> >() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Internal\RHIUniformBufferUtilities.h:47]
UnrealEditor_VulkanRHI!UE::RHI::Private::SetUniformBufferResourcesFromTables<FVulkanResourceBinder &,FVulkanUniformBuffer * [16],unsigned short,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Internal\RHIUniformBufferUtilities.h:168]
UnrealEditor_VulkanRHI!FVulkanCommandListContext::CommitGraphicsResourceTables() [D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanCommands.cpp:244]
UnrealEditor_VulkanRHI!FVulkanCommandListContext::RHIDrawIndexedPrimitive() [D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanCommands.cpp:701]
UnrealEditor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:152]
UnrealEditor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1841>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1620]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:542]
UnrealEditor_RHI!FRHICommandListExecutor::FTranslateState::Translate() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1096]
UnrealEditor_RHI!FRHICommandListExecutor::FSubmitState::Dispatch'::10’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1043]
UnrealEditor_RHI!FRHICommandListExecutor::FTaskPipe::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:740]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr const &),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:696]
UnrealEditor_RHI!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:518]
UnrealEditor_RHI!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::13’::<lambda_1>,0>::CallAndMove() [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:397]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:757]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:220]
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]

UE4_First_Person_Sys.log (307.4 KB)

im not sure what the issue is. but in your logs i see a lot of memory leaks. i wonder if there’s some sort of vram corruption.

if thats so how would I go about fixing it?

it depends.

  • if it’s something to do with your machine. you can change it.
  • if it’s something to do with the engine itself. you are kinda out of luck, and you might be able to find a way around it.

how would i go about it?

i’d narrow it down.

try other games, to make sure your drivers and system as a whole is not the issue.

if your games fail, then you need to check your system.

otherwise it might be ue.

then try simple and sample projects, without any change.

if that works, then it’s your project. you can try to narrow which feature is causing an issue.

otherwise, try the sample project with basic features (no nanite, lumen, vsm, hardware ray tracing, maybe using sm5 and disable sm6).

if that works, narrow which feature is creating issues.

otherwise, you can try ue 5.6.

if that works then you the issue is with 5.7, you can keep exploring, or just use 5.6.

if the problem persists on 5.6 im kinda out of options. though since a lot of ppl used 5.6 successfully, i struggle to think it’s not something in your system.

UE 5.6 was actually the version I was using before, I had switched to 5.7 in the hope it would fix the crashing issue. I played half an hour of robocop rouge city (uses UE5) just now without any crashes. Also none of the sample projects crash for me. I imagine its due to something with my project but I wish the engine gave more indication why

seems like it’s your project. which is relatively good news.

that would be nice yes. though a crash is an unforseeable situation, otherwise it wouldn’t crash. the unforseeable nature makes it hard to give more info.

maybe someone with the specific experience can recognize the error, but i don’t know the root.

my recommendation would be to create a new empty project, and start to enable the same settings as your game to pin point which setting it is. it could be a bit time consuming but it will help you narrow down the issue.

i wouldn’t spend a ton of time with that, as there’s a chance there’s a problem with the content. maybe a shader or an actor is set up in a very odd way.

1 Like

I moved all my content to a new blank project, then turned off luman and turned on static lighting. I’m getting no crashes when loading so I’ll take this as a win and marked as solved. Thank you for the swift responses and the help, I super duper appreciate it.

1 Like

great! good job!
i’m happy to hear that :slight_smile:

sounds like a win. take it easy and you can keep narrowing it down later on.

it could have been an old setting that you were carrying over.