UE 5.3.1/5.3.2 Crashes Extremely Often

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Enabling the audio to use built in occlusion fixed the crash in game/ packaging, if it needs to be setup on the engine to fix editor crashes I will report back later :slight_smile:

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I have a level in my project that I was always able to save. I have been working on a different level, and when I open the previous level from before, the editor crashes everytime I save the level. Even if I just open the level and click save right after it opens.

I am using the same device and have you solve the problem?

I am using the same device with you and have you solve the problem rn?

nope

Now this happened:
I made a change to BPFL_CampaigsMaster (Blueprint Function Library), and saved it, then closed it and the level was all messed up: Landscape had square holes in it where there shouldnā€™t be, and the hole that should be there was not a hole and rendered landscape.

Closed editor and restarted an got this error:
The summary for the package ā€˜/Game/Campaigns_MasterTools/System_Core_Blueprints/BPFL_CampaignsMasterā€™ is invalid. Check that the file is of the expected type and not corrupted.

The blueprint no longer exists - I lost a blueprint function library with most of my core functions.

At this point I would say UE5 is in experimental stages and DO NOT USE for poduction (or at all honestly). Extremely aggravating as I do not fin any information from epic in regards to addressing these issues? Has anyone come across any information from epic?

** See Reply Below regarding SSD Issues causing the issue

It seems the SSD I use for saving my project files and for UE Cache files is going bad. Randomly, windows will not recognize the drive, or cant read parts of the drive, and rebooting usually fixes it (Always, but not always on first attempt).

Ordered new drives and will be here Nov 30th, so will update then to tell if it solves any, all or none of my issues with UE5.3 (I am assuming only issues like the onethis is in reply too. Once the drive was recognized, the level rendered properly and my BPFL was back)

EDIT: Replaced my drives and fixed power issue, UE 5.3.2 still randomly crashes at any given moment

Unreal 5.3 is a NIGHTMARE!

I get crashes while compiling blueprints, landscapes, saving assets, textures, etc., etc., etc.

They should warn us this is NOT a stable version beforehandā€¦

it should still be experimental i think, but as far as i know 5.3 is the latest final, its not preview anymore
UE5 has a lot of hype (justly so), but they are gonna lose newcomers or devs looking for a different solution o unity etc, get a terribleexperience in switching due to new features, and never come back

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Did you by any chance disable Occlusion Culling in project settings? I suspect that is what is causing 317 line error.

+1 Happens to me very often, multiple times a day. Only started with 5.3.2.

Yes, needed to remove occlusion culling for our mixed-reality flight simulator with the CESIUM plugin. EPIC is now getting flooded by my crash reports, I guess they are drowning right now in it. Hope no one gets hurt!

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I also have crash with Assertion failed: Tasks.OcclusionCull.IsCompleted(). The level is new ā€œOpen worldā€ with added textures to landscape materials. And r.AllowOcclusionQueries=0

Unreal 5.3.2 crashes at least 10 times a day
Yesterday it went to 3 BSOD and itā€™s a machine with Windows 11, Intel 13900K, RTX 4090 with 24GB, M2 SSD, with 64 Gb RAM.
Also the engine stalls on viewport on zoom scroll or even opening detailsā€¦
For three years of using Unreal - 5.3.2 is the worst experience by farā€¦
I cross my fingers and light a candle that 5.4 will fix all of this.
I better spent my time playing Cyberpunk and Baldurā€™s Gate 3 rather than waiting for stall to finish and when the engine doesnā€™t crash it became unusable in viewport and i restart it manually.

Oh and i tested my memory, ran:

Got latest drivers and so on itā€™s all up to Epic nowā€¦ happy holidays.

I have noticed the engine is pretty close to gaurenteed to crash if I make a bluepritn variable in asset editor, put the variable in the event graph, and then try to change the variable type (even from single to array) without first removing all instances of the vriable in the blueprint

I have been having A LOT more crashes working in Widget Blueprints than when I was working in Game Instance, Game Mode and HUD blueprints

I am running into situations where, seemingly randomly and inconsistently, I will not be able to save a blueprint and it gives me an error, and then crashes. I will keep getting the cannot save asset error, until I reboot my computer. Closing Editor and Epic Launcher does not fix. I can even close project, reopen and do nothing but try to save the asset (with no changes) and it will error and crash. If I restart PC, I can then open, edit and save. This rarely ever happened to me (happened often when I was having power issues (laptop plugged into bad outlet/incorrect extension cable) and it was messing up my SSD m.2 drive. I fixed the power issue and no longer have issues with my SSDā€™s, but now regularly, I am getting the cannot save blueprint asset error and then editor lock up.

I have been working in UMG doing UI stuff, and I have noticed hat when working with UMG Blueprints, the engine crashes even more often than before.

Is this just me or have others experienced more crashes when working with UMG Blueprints?

I am also contently getting errors where assets cannot be saved and I have to restart PC to get rid of problem, not just close editor and launcher. I am wondering if this has something to do with source control; revision control or whatever it is called. I am a solo dev and do not use versioning or source control of any type - is there a way to disable it?

5.3.2 is in an atrocious state. Up there as one of the worst numbered releases Iā€™ve had the displeasure of using for any meaningful length of time, though Iā€™m sure some folks can recall worse. Many, many, many crashes per day - materials seem to be the biggest offender so far from what Iā€™ve seen.

Iā€™d sit and make repro steps, but:

  1. Whoā€™s got the time for that this many times per day?

  2. 95% of the time thereā€™s no specific thing Iā€™m doing that reliably triggers it, just seems kinda random.

  3. If Epic has anyone at all on staff actually using the engine in its current release state, they wonā€™t be needing anything from the plebs to know thereā€™s a problem.

Honestly I canā€™t quite figure out how this iteration even made it through to become a ā€œstableā€ release. I mean the amount of crashes Iā€™m seeing, itā€™s mystifying as to how the state of the build wouldnā€™t have been apparent to anyone using it in-house, even just for testing.

For the record, I expect the unexpected when poking around in UE5. I accept there will be crashes, things that dont quite work yet and all the rest. But thisā€¦ this is another level. Very close to outright unworkable.

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Are you coding in Material Graph or HLSL? C++ coding or Blueprint?
I am wondering if the vast majority of the issues are occuring in blueprint and material graph editing. Iā€™m surprised as well that it made it through experimental to stable. Only thing I can think of is if devs are not having issues when writing HLSL and C++.