System Setup to run without crashes

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.

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