Standalone mode causing crashes and 5.3 rendering crash

When running our project in ‘Standalone Mode’ a crash occurs regarding the animations:

Has anyone encountered this out of bounds error or something similar before and if so why may it be occurring?

After searching around it looked like upgrading to 5.3 may have a fix for this to avoid having to handle things manually, however when trying to run the project on 5.3, levels with our latest assets (Materials, textures, etc.) are unable to run, resulting in a render related crash. This rendering crash occurs in both PIE and Standalone:

Assertion failed: !FMaterialRenderProxy::HasDeferredUniformExpressionCacheRequests() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp] [Line: 1061]

(Changing the render mode to ‘Forward Shading’ did not fix this)

UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Any insight into this? Thank you

I’ve converted my 5.2 project to 5.3 and whenever I play the game with my main Pawn Character, crashes with this (even normal play mode, nut standalone in my case), but when I simulate the project, it works OK. I Guess the problem is with my Pawn, But can’t figure out what, as it was completely working fine up until 5.2.

Hello,

I’m also upgrading my project from 5.2 to 5.3, and I have exactly the same crash as you. Have you found a solution to this issue ?

It happens when I open a map and shadders are compiling. Since I’m using VS, I can click on “Continue”, it crashes a lot of time, then it’s ok. But people without VS will crash all the time, and something is wrong since a “check” macro is triggered.

Assertion failed: !FMaterialRenderProxy::HasDeferredUniformExpressionCacheRequests() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp] [Line: 1061]

Callstack:

- UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::GatherRayTracingWorldInstancesForView(FRDGBuilder & GraphBuilder, FViewInfo & View, FRayTracingScene & RayTracingScene, FRayTracingRelevantPrimitiveTaskData * RayTracingRelevantPrimitiveTaskData) Line 1061
- UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 2927
- UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 4574
- UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l87::<lambda_3>::operator()(FRHICommandListImmediate & RHICmdList) Line 4848
- UnrealEditorRenderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,`FRendererModule::BeginRenderingViewFamilies'::`87'::<lambda_3>>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 209
- UnrealEditor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,`FRendererModule::BeginRenderingViewFamilies'::`87'::<lambda_3>>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1265
- [Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 866
- UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 758
- UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 649
- UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 411
- UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 564
- UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149
- UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71

I found a solution to my issue. Inside the file : DefaultGame.ini
I deleted all settings under the header : [/Script/Engine.RendererSettings]
I relaunched the project, played, and all went ok. Some old settings was causing the issue. I don’t know which one.

When we switch a project version, and we have crashes, it can be a good idea to reset this file to the default one, and test if it’s due to an old settings inside it.

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I have more, since all settings in my DefaultEngine.ini were reseted, I re enabled all settings needed.
And the crash rehappended again. With the method of “Delete/Test/Next”, the reponsible was found :
r.RayTracing=True
This is an issue, because I can’t get rid of this.

I found out an actor in the level was causing the crash when RayTracing was enabled.
This actor contains a component which is the responsible of the crash with RayTracing.
This component is a "Paper Flipbook Component". When I open it in editor, I crash. If I reset his "Source Flipbook" variable, everything is fine.
2023_10_05_14h18m24

3 Likes

Did you manage to get the flipbook and ray tracing to work? I need flipbook and ray tracing working… but I can’t get them to work together.

Hello,

No I removed it from the project. Artists from my studio said it can be done through material.
I sent a bug report, I don’t know if it will be handled, or when.

1 Like

I submitted a bug report after reproducing this behavior as @A.RADIX described here Standalone mode causing crashes and 5.3 rendering crash - #5 by A.RADIX

the bug report is pending repro by Epic.

edit: linked wrong post

1 Like

Apologies for the late response, disabling hardware raytracing was the fix for us

Pending a fix from Epic in a sub version or 5.4 ideally

Hi there! I have the same issue. But I need RayTracing and the Paper Strike in my propject. I sent a bug report too, today. Have you been answered?

I have same issue …

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Hi, did someone manage to make RayTracing with Sprites work on 5.3? Any information is greatly appreciated.