UE 5.5 seemingly random crash when playing in editor

As the title says the crash happens randomly. Here’s the log.

Assertion failed: IsRotationNormalized() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Math\TransformVectorized.h] [Line: 1279]

UnrealEditor_HairStrandsCore!ComputeBoneTransform() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\Niagara\NiagaraDataInterfaceHairStrands.cpp:945]
UnrealEditor_HairStrandsCore!ComputeWorldTransform() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\Niagara\NiagaraDataInterfaceHairStrands.cpp:953]
UnrealEditor_HairStrandsCore!UNiagaraDataInterfaceHairStrands::SetShaderParameters() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\Niagara\NiagaraDataInterfaceHairStrands.cpp:3468]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::SetDataInterfaceParameters() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:2435]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::DispatchStage() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:1682]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::ExecuteTicks() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:1271]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::PreInitViews() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:1990]
UnrealEditor_Engine!FFXSystemSet::PreInitViews() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Particles\FXSystemSet.cpp:131]
UnrealEditor_Renderer!FSceneRenderer::PreVisibilityFrameSetup() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:4848]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::BeginInitViews() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:5685]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1609]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5431]
UnrealEditor_Renderer!UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<FSceneCullingBuilder::UploadToGPU’::51'::<lambda_1> >'::12’::<l() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5734]
UnrealEditor_RenderCore!FRenderCommandPipeRegistry::StopRecording'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1541]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:634]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:317]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:443]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]

2 Likes

Anyone else having the same issue? This crash has become quite consistent and expected. It ALWAYS happens after editing anything within the project (Blueprint, Animation, literally anything), then playing in editor. However, if I move the view within the viewport before starting the game, the crash doesn’t happen. I’m at a complete loss for what’s causing this.


Still happening and I’m no closer to figuring it out.

Yep, can replicate. Just upgraded to 5.5.1 from 5.3.4 and can confirm it’s not just you. It’s exactly the same as you experienced: if i just edit the blueprint and hit PIE (in this case a door with a timeline animation on it), it crashes. If I move the viewport before I hit PIE, it’s fine.

Will file a bug report later.

1 Like

Unfortunately, I’m seeing the same error in 5.5.1 after upgrading from 5.4.4…

For me, it seems to be related to “UnrealEditor_HairStrandsCore” and happens randomly when I start a new PiE session after recently ending a PiE session.

Assertion failed: IsRotationNormalized() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Math\TransformVectorized.h] [Line: 1279] 



UnrealEditor_HairStrandsCore
UnrealEditor_HairStrandsCore
UnrealEditor_HairStrandsCore
UnrealEditor_Niagara
UnrealEditor_Niagara
UnrealEditor_Niagara
UnrealEditor_Niagara
UnrealEditor_Engine
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Out of curiousity, is anyone else using a hair asset in there project? I’m personally using a metahuman “High” quality model for my player character, which may be the source of the crash…

Also does anyone know if an issue has been filed with “https://issues.unrealengine.com/” ?
I wasn’t able to find anything on a quick search.

EDIT: I’ve submitted a report just in case. However, I haven’t had the best of luck seeing my issues get taken up through the reporting service… So while dupes are bad, more reports with logs and call stacks may be helpful in investigating the issue.

Thanks for calling this issue out!
I thought it might just be me.

1 Like

Hi there @Jonny_Cache

Welcome back to the forum! Did you try deleting your saved/intermediate folders in the project folder, by chance? (Also, does this happen on any specific project or all of them?)

Hey @FrostyJas! :grinning:

I’ve confirmed that deleting my “Intermediate” folder and doing a rebuild on the project doesn’t resolve the issue for me. While I only have one project that currently uses Metahumans, I can confirm the crash happens in editor on two separate PCs with clean builds.

As for my other project using 5.5.1 (not using Metahuman), I’m not experiencing this crash when starting PiE sessions.

This may sound time consuming. But, have you tried pulling everything over on a new project, rebuild, and test it there?

Hi, I’m experiencing the same issue since upgrading the engine to version 5.5.0.

Hey @FrostyJas! :grinning:
It was an ordeal, and creating a new project did seem to help at first. However, the crash re-appeared after doing some actual work in the fresh project. :sob:

I had a run where I was able to start about 20 PiE sessions in a row without any issues. So I thought it might be fixed, but after trying to do some work on my UI and input mapping on the project I suddenly started crashing again. I think that a hair related asset is getting garbage collected after the PiE session, and if you launch PiE at the wrong time the editor crashes… :thinking:

Still investigating, I’m curious why I was able to get so many safe runs in at first. I think some assets were still being built by the editor due to the fresh project, so that may have played a role in the temporary stability.

It may be exactly that. One asset that is corrupted or missing files can cause it. But, it’s such a pain to go through try to find a needle in the stack of needles. Did you add anything just prior to crashes starting originally and if so do you remember what you added specifically?

By the way, I’ve found I can cause the crash to occur on the first PiE session by opening the Metahuman character in the BP editor, looking at the character in the component viewport, then closing the BP editor window and running a PiE session. It’s not 100% still, but it looks like loading and unloading the metahuman hair, then running a PiE session is likely related. :mag:

Hey @FrostyJas ! I can confirm that there were no content additions.
I had been doing some work, but when the crashing started I shelved everything to make sure that it wasn’t something new I had added. By the way, this might be something as simple as a breakpoint left in the UnrealEditor-HairStrandsCore binaries that could be causing things to get tripped up in development binaries… :thinking:


I’m not very experienced with the C++ side of Unreal Engine, but if you launch the Development Editor from Visual Studio, you can actually continue past the error without any noticable issues.

I’ll let you know if I notice anything else while investigating.
Thanks for following up!

Right on! I’ll monitor the thread.

Hi @FrostyJas - Is there an official issue tracker for this?
I temporarily disabled the assert in Engine/Source/Runtime/Core/Public/Math/TransformVectorized.h because it’s really annoying to encounter it so frequently upon PIE.

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EDITORONLY_DATA
to
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && !WITH_EDITORONLY_DATA

I’m not sure. I haven’t saw one personally. I will be on lookout for it. If you wanted to go drop one in the bug reports, it’d be warranted with having multiple people having the same issue and able to reproduce it.

Also seeing this same error frequently. FWIW I’m also using MetaHumans as mentioned by others in this thread.