Hi ,
my Unreal engine 5.5.4 version is always crashing when i try to edit an ColorCurve.
how can i fix that ?
LogTexture: Error: LockMip cannot lock for write when previously locked for read [CurveLinearColorAtlas
[2025.04.29-19.55.08:181][592]LogTexture: Display: Building textures: /Game/01_Art/03_Textures/ColorCurve/ColorAtlas.ColorAtlas (RGBA16F, 22x22 x1x1x1) (Required Memory Estimate: 1.020916 MB), EncodeSpeed: Fast
[2025.04.29-19.55.08:202][594]LogTexture: Display: Building textures: /Game/01_Art/03_Textures/ColorCurve/ColorAtlas.ColorAtlas (RGBA16F, 22x22 x1x1x1) (Required Memory Estimate: 1.020916 MB), EncodeSpeed: Fast
[2025.04.29-19.55.08:729][657]LogTexture: Display: Building textures: /Game/01_Art/03_Textures/ColorCurve/ColorAtlas.ColorAtlas (RGBA16F, 22x22 x1x1x1) (Required Memory Estimate: 1.020916 MB), EncodeSpeed: Fast
[2025.04.29-19.55.08:746][658]LogTexture: Error: LockMip cannot lock for write when previously locked for read [CurveLinearColorAtlas /Game/01_Art/03_Textures/ColorCurve/ColorAtlas.ColorAtlas]
0x00007FFD770E15D3 (vcruntime140.dll)
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000020
VCRUNTIME140
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
thanks in advance
Shiro
Hello there @Shirosacid!
This issue has showed up a few times across the community. One particular scenario pointed out that curve data from a previous update was causing the crashes. And that was resolved via closing all curve tabs, then rebuild by going to Window - Load Layout - Default Editor Layout
If the issue persists after that test, the root of the problem could be a potential hardware/drivers issue. Here are some methods for resolution:
-
Please update your OS to the latest version, and your nVIDIA drivers, make sure you are picking the “Clean Installation” option, as well as going for the “Developer” drivers, as these have more stable settings for engine work.
-
To rule out hardware issues, in Unreal Engine, adjust your values for engine scalabillty, to ensure your equipment is not being exerted.
-
Test disabling Hardware Raytracing from the engine
-
Please make sure that no RTSS or overlocking are enabled for your video card while working on the engine.
-
Uncheck all SM5 in the project settings (Project Settings → Platforms → Windows).
-
Disable motion blur in postprocessing settings.
-
Remove and reinstall any mesh packs recently added to your UE.
-
Additionally, there are two settings to test in nVidia control panel: Go to Settings, and under Features → Overlay, disable the “Game filters and Photo Mode” option. After that, click on “Manage 3D Settings” in the settings menu on the left, go to Monitor Technology and select “Fixed Rate”. With these changes applied, please restart UE5.
Hi @brs-sebascova
so far nothing helped to get rid of the crashing
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000020
VCRUNTIME140
UnrealEditor_Engine!UpdateTexture() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Curves\CurveLinearColorAtlas.cpp:296]
UnrealEditor_Engine!UCurveLinearColorAtlas::OnCurveUpdated() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Curves\CurveLinearColorAtlas.cpp:322]
UnrealEditor_Engine!TBaseUObjectMethodDelegateInstance<0,UCurveLinearColorAtlas,void __cdecl(UCurveBase *,unsigned int),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_Engine!TMulticastDelegate<void __cdecl(UCurveBase *,unsigned int),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:1079]
UnrealEditor_Engine!UCurveLinearColor::OnCurveChanged() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Curves\CurveLinearColor.cpp:329]
UnrealEditor_UnrealEd!SColorGradientEditor::MoveStop() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\SColorGradientEditor.cpp:1030]
UnrealEditor_UnrealEd!SColorGradientEditor::OnMouseMove() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\SColorGradientEditor.cpp:498]
UnrealEditor_Slate!FSlateApplication::RoutePointerMoveEvent'::
55’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5645]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FSlateApplication::RoutePointerMoveEvent'::
55’::<lambda_3> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:456]
UnrealEditor_Slate!FSlateApplication::RoutePointerMoveEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5653]
UnrealEditor_Slate!FSlateApplication::ProcessMouseMoveEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:6171]
UnrealEditor_Slate!FSlateApplication::OnMouseMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:6093]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2311]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2783]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1944]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:945]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5806]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I tried the default editor layout
have the latest driver
NVIDIA App version: 11.0.3.232
Operating system: Microsoft Windows 11 Pro, Version 10.0.22631
DirectX runtime version: DirectX 12
Driver: Studio Driver - 576.02 - Wed Apr 16, 2025
CPU: Intel(R) Core™ i9-14900K
RAM: 64.0 GB
Storage (2): SSD - 931.5 GB,SSD - 953.9 GB
Graphics card
GPU processor: NVIDIA GeForce RTX 3090
disabled hardware raytracing
unchecked all sm5
default settings in the nvidia control panel , and checked that those options are disabled.
i will now try to make a clean install of windows without wiping the data