Standalone mode causing crashes and 5.3 rendering crash

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