System Setup to run without crashes

I am new to Unreal Engine and am really struggling with getting my computer set up to run UE5 so i can begin the learning process as i constantly have the program crash.

my set up
System Specifications

  • Motherboard: MSI Creator TRX40 (Model: MS-7C59)
  • Processor (CPU): AMD Ryzen Threadripper 3970X (32-Core Processor, 3.7 GHz base, 4.5 GHz boost)
  • Graphics Card (GPU): NVIDIA RTX Quadro 8000 (with the latest drivers installed)
  • RAM: 256GB G.SKILL DDR4 (Part Number: F4-3600C18-32GVK, running at 3600 MHz)
  • Operating System: Windows 11 Pro (64-bit)

I am getting the following errors:
EXCEPTION_ACCESS_VIOLATION reading address 0x0000008a4eaf9ce0

embree3
embree3
embree3
embree3
embree3
embree3
embree3
embree3
embree3
tbb12
tbb12
embree3
embree3
embree3

Help Please!

Hey there @RoBrend69! Looks like you have a somewhat rarer workstation build on your hands, so it’s possible we’re running into a configuration issue that wouldn’t be seen to often. First thing we should do is enable the editor symbols to get a better look at the call stack itself. This video shows off how to install them and get a bit more information about UE errors. Seeing Embree and tbb12 mentioned, there may be a threading issue.

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

Thank you for the quick response. Let me look into the links and will respond with the results.

After reviewing the video. I really think its a system configuration issue (but really not sure). Are there any resources that would steer me in the right direction as it seems that i have a unique system build. I did enable the editor symbols and will attach the log file and stack to see if that will help as a starting point.

Thanks again,

This error occurred when I tried loading a map that i installed from fab. verified that its compatible with the UE engine i am using. the individual tree meshes work/load into the level.

Stack:
LoginId:568e3e384be435acbd424991a06f7d43
EpicAccountId:f82964288de14f82a39301e23f20f063

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000154d15f4520

embree3
embree3
tbb12
tbb12
tbb12
tbb12
tbb12
ucrtbase
kernel32
ntdll
Troubleproject.log (178.3 KB)

Unfortunately there aren’t many resources on the specific matter besides experience and community knowledge. Since your configuration is quite rare to see, this will be a bit of a learning experience.

First thing to do would be to narrow the log down to the most probable issues. We have two places we’d want to focus on here. The actual failure stack and some non-fatal warnings that came before.

Non-fatal:

[2025.01.27-02.47.00:309][  0]LogWindows: Failed to load 'amfrt64.dll' (GetLastError=126)

[2025.01.27-02.47.00:309][  0]LogWindows: File 'amfrt64.dll' does not exist

The non fatal error is a missing AMD graphical dll file. This could be due to the engine not be able to find it or access it, your device not having it, or having a different version than expected.

Fatal:

[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: === Handled ensure: ===
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: 
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: Ensure condition failed: SceneColorSlice.ViewRect.Size() == PostTAAViewSize  [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\PostProcessing.cpp] [Line: 939] 
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: 
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: Stack: 
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb1cde5ba8 UnrealEditor-Renderer.dll!AddPostProcessingPasses() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\PostProcessing.cpp:939]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb1c3f12b4 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3450]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb1d1c4e46 UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5431]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb1d17beaa UnrealEditor-Renderer.dll!`UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<`FSceneCullingBuilder::UploadToGPU'::`51'::<lambda_1> >'::`12'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5734]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb32a0bc45 UnrealEditor-RenderCore.dll!`FRenderCommandPipeRegistry::StopRecording'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1541]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb32a3994f UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:634]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb30be2722 UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb30bd7d4a UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb30bd81ee UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb32a6829c UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:317]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb32a6d334 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:443]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb3120c0ad UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffb312035cf UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffbafdce8d7 KERNEL32.DLL!UnknownFunction []
[2025.01.27-02.47.12:922][226]LogOutputDevice: Error: [Callstack] 0x00007ffbb0d5fbcc ntdll.dll!UnknownFunction []

The fatal error starts with the failure of an Ensure/Assertion based on post processing, and that tracks up the stack, so indeed we can assume the issue is graphical in nature. My first thought here would be to disable all post processing and turn off AA, this is just a test but if it works it may give us the direction to look next.