UE 5.3 Crashes in different scenarios with the same error.

Hello, I recently started using Unreal 5.3 and it keeps crashing with the same error. The error appears randomly no matter what I’m doing, some time after using the engine. I have an RTX3080, latest studio drivers, 64GB of RAM, I have tried enabling Vulkan and Directx9, disabling autosaves, setting default settings in Nvidia control panel, turning off GPU overclocking, and verifying the engine’s file integrity. None of these solutions have worked. What could be the issue? The same error keeps occurring.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

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Same Problem, it crashes with niagara, mat editor, anim bp, and sometimes regular blueprints.

I also have a similar problem, might actually be the same even:

> [Inlineframe] UnrealEditor-D3D12RHI.dll!ValidateBoundUniformBuffer(FD3D12UniformBuffer * InUniformBuffer, FRHIShader * InShaderRHI, unsigned int InBufferIndex) Zeile 71 C++
UnrealEditor-D3D12RHI.dll!BindUniformBuffer(FD3D12CommandContext & Context, FRHIShader * Shader, EShaderFrequency ShaderFrequency, unsigned int BufferIndex, FD3D12UniformBuffer * InBuffer) Zeile 85 C++
UnrealEditor-D3D12RHI.dll!SetShaderParametersOnContext(FD3D12CommandContext & Context, FRHIShader * Shader, EShaderFrequency ShaderFrequency, TArrayView<unsigned char const ,int> InParametersData, TArrayView<FRHIShaderParameter const ,int> InParameters, TArrayView<FRHIShaderParameterResource const ,int> InResourceParameters, TArrayView<FRHIShaderParameterResource const ,int> InBindlessParameters) Zeile 1153 C++
UnrealEditor-D3D12RHI.dll!FD3D12CommandContext::RHISetShaderParameters(FRHIGraphicsShader * Shader, TArrayView<unsigned char const ,int> InParametersData, TArrayView<FRHIShaderParameter const ,int> InParameters, TArrayView<FRHIShaderParameterResource const ,int> InResourceParameters, TArrayView<FRHIShaderParameterResource const ,int> InBindlessParameters) Zeile 1168 C++
UnrealEditor-RHI.dll!FRHICommandSetShaderParameters::Execute(FRHICommandListBase & CmdList) Zeile 135 C++
UnrealEditor-Renderer.dll!FRHICommand<FRHICommandSetShaderParameters,FRHICommandSetShaderParametersString1416>::ExecuteAndDestruct(FRHICommandListBase & CmdList, FRHICommandListDebugContext & Context) Zeile 1245 C++
UnrealEditor-RHI.dll!FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext *> & InOutContexts, FRHICommandListBase::FPersistentState::FGPUStats * ParentStats) Zeile 461 C++
UnrealEditor-RHI.dll!FRHICommandListImmediate::QueueAsyncCommandListSubmit::__l27::<lambda_2>::operator()() Zeile 596 C++
[Inlineframe] UnrealEditor-RHI.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Zeile 629 C++
[Inlineframe] UnrealEditor-RHI.dll!TFunctionGraphTaskImpl<void __cdecl(void),0>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Zeile 1754 C++
[Inlineframe] UnrealEditor-RHI.dll!TFunctionGraphTaskImpl<void __cdecl(void),0>::DoTask(ENamedThreads::Type) Zeile 1747 C++
UnrealEditor-RHI.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Zeile 1265 C++
[Inlineframe] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Zeile 866 C++
[Inlineframe] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::QueueTask::__l5::() Zeile 1973 C++
UnrealEditor-Core.dll!LowLevelTasks::FTask::Init::__l11::(const bool bNotCanceled) Zeile 499 C++
[Inlineframe] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FTask::Init::__l11::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &) &) Zeile 47 C++
[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::void <Lambdafunktion>(const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &)>'::11’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),0>::Call(void *) Zeile 162 C++
UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::void <Lambdafunktion>(const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &)>'::11’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> & Destination, void * InlineData, unsigned int DestInlineSize, bool <Params_0>) Zeile 171 C++
[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &) Zeile 308 C++
UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Zeile 627 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * & InOutTask) Zeile 150 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * Queue, LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork & OutOfWork, bool bPermitBackgroundWork, bool bDisableThrottleStealing) Zeile 350 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent * WorkerEvent, LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * WorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Zeile 378 C++
[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::() Zeile 70 C++
[Inlineframe] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FScheduler::CreateWorker::__l2::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &) &) Zeile 47 C++
UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),void __cdecl(void)>::Call(void * Obj) Zeile 480 C++
[Inlineframe] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Zeile 629 C++
UnrealEditor-Core.dll!FThreadImpl::Run() Zeile 69 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Zeile 149 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Zeile 79 C++
kernel32.dll!00007ffbfea1257d() Unbekannt
ntdll.dll!00007ffc0004aa78() Unbekannt

I can see it’s related to DX12 and switching to DX11 does “solve” it, but I’d like to stick to DX12 and am out of ideas how to get more info.
It doesn’t happen in the editor and also not right away, I can reproduce it in standalone game and also in development and shipping builds.
The way I can reproduce it, is by loading our main level a couple times

I dont think it is the same problem. I tried switching to Vulcan, did not help me.

Same for me random crash in 5.3.1

EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

RTX 4080, 5950x, 64gb ddr4.

1 Like

Hey, do u use megascans?

We do, if that question was directed my way?
Do you think the crashes are related to Megascans?

I noticed that only the scene using megascans crashes. This could be the reason for the crashes.

Did you guys ever find a solution for this?
I’m literally getting the same errors/crashes related to BindUniformBuffer and SetShaderParametersOnContext…

Also just started getting this after updating from 5.3.2 to 5.4.2. It appears the FD3D12UniformBuffer* InBufferr its trying to bind in BindUniformBuffer has already been freed. switching to d3d11 does not solve this for me, its just a slightly different callstack.

I was able to narrow it down to a specific material and its using VelocityShader.usf in the engine

edit: We tracked it down to some marketplace asset materials that we updated a month ago. They were referencing a Material Parameter Collection that we weren’t using (one that came with the marketplace asset update from a month ago), when they should have been referencing a material param collection that we are using. This did not cause any crashes in 5.3.2, but suddenly did in 5.4.2 with the callstack shown above in this thread. We don’t know why, but updating those materials and material functions to reference the correct material param collection seems to have fixed it.

Perhaps disabling the quixel megascan bridge plugin would help? (Maybe update it if possible)

How did you track this down?
Did you manually go in every material and see what was happening?
Also, when were you getting the crash? Was it right when you started your game, or was it after some time?
For me, the crash is happening only when I run the game through a dedicated server…When playing locally, I don’t get any crashes.

How do you solve this kind of crash, I don’t have any idea