at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:524
with error E_INVALIDARG
It happens in Editor and MRQ (Remote Rendering, Editor closed).
It seems to be an issue with the amount of data. When I remove some meshes, it renders fine. No particular mesh seems to be the culprit but just the total amount of data. I cannot share my level due to confidentiality but it is has around 85 000 static mesh actors.
I changed some pool and heap Cvars but to no avail. I tested it on different machines but neither more RAM nor VRAM make a difference. Nanite makes no difference either.
I did not run into this limit in 5.5. I could view this and even larger scenes in Pathtracer without any issues.
Any suggestions on what else to try or data I could provide to analyse the issue are greatly appreciated.
I get the same error when loading one Level, which worked well on unreal 5.6. The level on Lumen and I was eventually able to load it when I deleted the geometry uploaded via datasmith from 3dsmax. I was waiting for it to be fixed on 5.7.1, but the error remained in the same place. Nvidia rtx a4000 graphics card and latest Studio 581.80 drivers
Did you guys check in the logs that Unreal outputs to your project directory Saved/Logs folder? This has helped us troubleshoot crashes many times. There will be a lot more information there and help pinpoint what is crashing the engine.
[2025.12.03-08.08.42:216][105]LogWindows: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (Translation: Process completed successfully) (0)
[2025.12.03-08.08.50:725][105]LogRHI: Error: Breadcrumbs ‘RHIThread’