UE5.3 Crashing When Using DX12 ONLY After Server Travel

Important:
There’s a lot of UE5 DX12 crash posts already, but mine seems to be a little unique, because my game handles beautifully on DX12 even when left running for hours, but right when i server travel to the same level, the client always crashes in under a couple mins. DX11 fixes the issue.

Conditions for crash:
-Only happens using DX12
-Only happens when game is packaged and played on steam
-Only happens 10-90 seconds AFTER server travel to the same level
-Only the client crashes…
-Crash happens sooner if playing in 4k, Epic settings, 60fps, etc

What ive tried:
-disabling nanite in project settings
-playing the game on steam in shipping build and Dev build
-DX11 DOES work, but i loose like 15fps on DX11 for some unkown reason… and my bloated game was already right on of poor optimization with every single fps making a difference

Crash reports:
-I obviously cant get a read out from crash report cause the system has no memory, but the game log looks like it is pointing to a GPU page fault access violation;
Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
Error: [Callstack] 0x00007ff6e93306d9 Hoofobia.exe!UnknownFunction

Potentially relevant info:
-The weirdest part about my scene is im using runtime virtual textures
-Using meta human (the mesh only)
-no nanite meshes
-The game performs much better on DX12-- no hitching or stuttering, just smooth 60fps. However, DX11 does have all the issues.

Post Update:
The crashes happen on 5 different rigs I have (Nvidia and AMD).

After trying everything… Im going back to DX11 and getting a 30% PERFORMANCE DROP on all sorts of different hardware.

Solved: Since I could only reproduce the crash on steam, after 100 hours of uploading and troubleshooting, I solved my problem just by changing the ‘default pawn class’ in my match game mode from none to ‘DefaultPawn’.

I don’t have any ideas why this fixed the crashing, or why this crash only happened on DX12 server travel and not DX11 server travel.

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