Ue5 BsODing after Extended Use

Hello, everyone!

I’ve recently been working with UE5’s early access for a college-level class designed around environment creation, and I’ve began running into serious issues when working with the program revolving around what I can only describe as major memory leakage.

Over the past few weeks, during medium-length sessions revolving around either high-intensity real-time rendering or during long-length sessions of hours of work in a less intense environment, Unreal Engine 5 has began infrequently blue-screening on me during work causing for large amounts of frustration.

Before, I go any further, just so the questions aren’t raised about the obvious culprits, here’s what I’ve already done and or can confirm:

  1. My hardware rig should be more than enough by all metrics. I’m running a setup comprised of an i9, a NVIDIA RTX 2080 SUPER, and 32 gigabytes of RAM. It’s only a year and a half old, it’s very clean, I’ve looked at the card itself, no signs of waste and the thermal paste looks just fine.

  2. My installation of Windows 10 is crystal clear. I’ve run all the checks, the OS is operating as usual. All the calls to files that the BSOD’s have mentioned have been relating to what seems to be “memory related issues” even once going so far as to refer to the win32k.sys (which to my understanding handles the video drivers but also stores chache?), and otherwise just being SYSTEM_SERVICE_EXCEPTIONS and the one off MEMORY_MANAGEMENT catch.

  3. It’s not the drivers, any graphic drivers have been freshly reinstalled and are updated regularly. The drivers have also had no problems doing an upwards of 5 hours of heavy rendering on Blender Cycles and I’m also hitting way higher than minimum system requirements, so I’m confused what could be happening there.

TLDR; It’s not hardware, it’s certainly not my RAM, and it’s apparently not software.

At this point I’m starting to wonder if there’s something else going on, perhaps behind the hood of UE5 itself. Is it possible that I could have stumbled into a known bug, perhaps some sort of memory leak or cache that isn’t clearing itself? Any suggestions are welcome!

if it runs fine for a first few hours or so and slowly starts slowing down it could just be a memory leak, the next time you feel it slowing down, Open up task manager and look into the performance tab and check the “Handles” count

this is what a normal count look like image

if that’s pretty high then you can view the exact program that is causing that memory leak by using Microsoft’s own process explorer Process Explorer - Windows Sysinternals | Microsoft Docs

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RAM issues aren’t really uncommon. If you are getting BSOD’s that are pointing in that direction, do testing, don’t assume. The Windows Memory Diagnostic will at least give you some idea if there’s an issue if you let it run it’s course. There’s a lot of faults that will only rear their ugly heads under certain circumstances.

If you are overclocking at all, then it’s not stable.

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Hey there! It seems I did not mention this in the original post, but I did in fact already run the Memory Diagnostic, everything is clean as a whistle! My apologies for not being clear about that in the original post, I should have been a lot more specific than “all the checks.” I’ve also read all the minidumps, watched my GPU temperature like a hawk, and I actually have never overclocked my system once before! I assure you, there was a good amount of testing before I even thought of posting here in that regard.

I made sure to read up on all the error codes, follow along with any instructions that had been given in the past both on Microsoft and Unreal help forums! The drivers are clean, the RAM has been tested, the computer has been dusted, the thermal paste has been inspected, all the basic “what-if’s” I believe should be covered. If it’s on here, there’s a good chance I’ve tried it! Thank you for your time, and sorry for the mess-up on that detail!

Hey there!

I’m working on testing this as we speak, and I think there might be something here, though I admit my understanding of how to confirm a memory leak is rather limited. Unreal Engine 5 has been creeping up in it’s usage of private bytes violently over the past just over an hour, starting at 4,493,696 K at 10:08 PM at resting (which is the complete halting of any movement or management in the program and minimizing it, just to make sure the number wasn’t increasing from something actively running), to 6,115,744 K as of 11:21 over the past hour.

For reference, over the past hour all I have done is edit some of the blueprints for a wall-running tutorial I was following (on a different device, so as not to effect testing), and running around in the basic third-person blueprint environment. The handles have not been as drastic, but the overall count in the task manager has gone from 132,758 to 142,521 in that same time.

I’ve also made sure to keep tabs on any other possible subjects during the time, including my Antivirus or even Edge itself, however I can safely confirm that almost all programs have stayed around the same number of private bytes more or less during this exercise.

As a final test, after saving my work, I’ve closed and reloaded my instance of UE5 to see where the process would find itself after starting from scratch again. The current number of private bytes in use by UE5 is now 2,682,844 K, running the same program, with the exact same tabs open as prior to the best of my ability.

I’m not 100% claiming this to be a memory leak, again, that’s never been something I was claiming to know for certain and it would be foolish of me to assert otherwise, but with this information in mind and a bit more research, my conclusion is that this train of thought might be more feasible. If I might bother you a bit more, just as you seem very wise about this subject, I’d like to ask: am I interpreting this correctly, or is this all possibly incidental? Thank you for your time!

are those numbers 4,493,696 K & 6,115,744 K the RAM memory ue5 is using?
and are 132,758 to 142,521 the total handle count task manager is showing?

if it is then the memory usage does look pretty high as on my system it’s only using 1,472 MB

and for the handle count being in the <100k that is perfectly normal and doesn’t look like it would be a memory leak

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Hello again! Thank you for confirming that I’m not crazy at the very least that the increasing amount of private bytes is an issue. If you don’t mind, after a bit more research and consulting a friend on the matter, they’ve given me this possible scenario. Could it be that the save or idle function is spooling and using up more memory than it should be?

Hi @MBishop.1
I have seen this before in UE5. I use a 32GB pagefile.sys as in a previous post and it works for other devs. We don’t know why it just does
see Can’t create C++ project ( or use C++ ) - Unreal Engine 5 Early Access / Feedback for Unreal Engine 5 Early Access - Unreal Engine Forums

Well, I’ll certainly try this and let you know how that goes, but I considering I have 32 Gigs of RAM already it just changed the RAM capacity from just under 32 Gigs to exactly 32 gigs. If it works it works, though, I’ll keep you posted on that.

Those PCH errors are Visual Studio’s compiler breaking without a big enough pagefile. They will happen a lot with 64GB of RAM too.

I don’t think memory leaks are going to cause BSOD’s in the long run, just degrade performance, eventually. Even overheating these days just degrades performance from downclocking.

Going by SYSTEM_SERVICE_EXCEPTION at least. If you haven’t done either of these from cmd.
dism /online /cleanup-image /restorehealth
sfc /scannow

I would check the drivers for anything else you’re using if you haven’t. Chipset, peripherals, etc.

Only other suggestion I might have is updating the BIOS.

I’m just going by what you haven’t said specifically. Infrequent BSOD’s are the worst and not every type of load will cause them.

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I have been working with MS Visual Studio to test and report problems in Visual Studio VS2022 Preview. I am working continuously testing on my UE5EA repository documented Visual Studio 2022 Preview is 64 bit and compiles and runs UE 5.0 EA approximately 20% FASTER - Development Discussion / Unreal Engine 5 Early Access - Unreal Engine Forums.

Basically, it removes the 32bit 4GB limit and allows me to work on 10GB Epic Marketplace example
Infiltrator Demo in Engine Feature Samples - UE Marketplace (unrealengine.com)
and convert this to UE5EA, but I could not do this without a 64GB pagefile.sys and VS2022 Preview, as this allows the 12GB UE4 to UE5 conversion to be held in memory. I have converted all the Static Meshes >650 in a batch to Nanite, with the 64GB pagefile.

Thanks to all of you using VS2022 Preview and my repo. :grin:

Hi @MBishop.1,
I just realised you are 1,820,776,704 bytes, approx 1.8GB over the 32bit limit of 4GB for devenv.exe the VS2019 limit and hence UE5.

VS2022 Preview 3 is 64Bit and therefore does not have that limit.