UE5 crash and unable to open file

Hey all! I was setting up my file to be packaged for Oculus Quest and I kept having a greyed out “VR preview” and in a forum it said to enable “instanced stereo”. Once I did that it had me restart but now I am unable to open my project without crashing. Any ideas how to fix this and or to change that setting? I am hoping I didn’t fully lose the project…thank you for any help!

Here is what the crash report says:

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 144] Shader compilation failures are Fatal.

You can go into your config folder inside the project and in the DefaultEngine.ini change / remove the InstancedStereo setting and save the *.ini file. Delete this line “vr.InstancedStereo=True”

€dit: I remember that there was a problem with instanced stereo and something else which creates crashes when using materials. Have a look for it in the forum.

2 Likes

THANK YOU - this fixed it

How do I fix this on a Mac?

Fatal error: [File:/Users/build/Build/++UE5/Sync/Engine/Source/Runtime/RHI/Private/PipelineStateCache.cpp] [Line: 144] Shader compilation failures are Fatal.

I don’t have the DefaultGameEngine.ini file.

Hey @Yo_Ung_Ming1 ,
when you create a project it will create different folders inside this project folder. When you go to your project (inside your explorer, not Unreal) which folders are there? Do you have a Config folder?

Yes, a folder with:
DefaultEditor.ini
DefaultEditorPerProjectUserSettings.ini
DefaultEngine.ini
DefaultGame.ini
DefaultInput.ini

Oh, now I see it: DefaultEngine.ini, inside this file there is “vr.InstancedStereo=True”

Yes, I deleted it and saved it.
But nothing changes.

I still got the following:

LoginId:b399d182ad4b97b7bacefe84a69db8e0
EpicAccountId:e6c9d8e0d350490690f5ab0f50105fba

Fatal error: [File:/Users/build/Build/++UE5/Sync/Engine/Source/Runtime/RHI/Private/PipelineStateCache.cpp] [Line: 144] Shader compilation failures are Fatal.

FCompilePipelineStateTask::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1018f365d (filename not found) [in UnrealEditor-RHI.dylib]
TGraphTask::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) Address = 0x1018f2eec (filename not found) [in UnrealEditor-RHI.dylib]
FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()::operator()() const Address = 0x102dff128 (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::TTaskDelegate<void (bool), 48u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()>(char16_t const*, LowLevelTasks::ETaskPriority, FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()&&, bool)::‘lambda’(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<void (bool), 48u>&, void*, unsigned int, bool) Address = 0x102dfeba7 (filename not found) [in UnrealEditor-Core.dylib]
bool LowLevelTasks::FScheduler::TryExecuteTaskFrom<&(LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue::DequeueGlobal(bool, bool)), false>(LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, LowLevelTasks::TLocalQueueRegistry<1024u>::FOutOfWork&, bool, bool) Address = 0x102dd50ff (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) Address = 0x102dd45f1 (filename not found) [in UnrealEditor-Core.dylib]
FThreadImpl::Run() Address = 0x102fbd023 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::Run() Address = 0x102f7fdb4 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x102ee01b4 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff80a6ad259 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff80a6a8c7b (filename not found) [in libsystem_pthread.dylib]

I also found it here and deleted it:

Now I have an other error:
LoginId:b399d182ad4b97b7bacefe84a69db8e0
EpicAccountId:e6c9d8e0d350490690f5ab0f50105fba

Assertion failed: Pair != nullptr [File:/Users/build/Build/++UE5/Sync/Engine/Source/Runtime/Core/Public/Containers/Map.h] [Line: 656]

FConfigCacheIni::ForPlatform(FName) Address = 0x10b4ac8f7 (filename not found) [in UnrealEditor-Core.dylib]
Scalability::SetGroupQualityLevel(char16_t const*, int, int) Address = 0x1178dfbfd (filename not found) [in UnrealEditor-Engine.dylib]
TBaseStaticDelegateInstance<void (IConsoleVariable*), FDefaultDelegateUserPolicy>::ExecuteIfSafe(IConsoleVariable*) const Address = 0x1162b573d (filename not found) [in UnrealEditor-Engine.dylib]
TMulticastDelegate<void (IConsoleVariable*), FDefaultDelegateUserPolicy>::Broadcast(IConsoleVariable*) const Address = 0x10b24bd74 (filename not found) [in UnrealEditor-Core.dylib]
FConsoleVariable::Set(char16_t const*, EConsoleVariableFlags) Address = 0x10b25d781 (filename not found) [in UnrealEditor-Core.dylib]
IConsoleVariable::Set(int, EConsoleVariableFlags) Address = 0x1162e28e7 (filename not found) [in UnrealEditor-Engine.dylib]
Scalability::SetQualityLevels(Scalability::FQualityLevels const&, bool) Address = 0x1178e16bb (filename not found) [in UnrealEditor-Engine.dylib]
UEditorSettings::AutoApplyScalabilityBenchmark() Address = 0x11f446f4a (filename not found) [in UnrealEditor-UnrealEd.dylib]
SScalabilitySettings::OnAutoClicked() Address = 0x11f50b0b6 (filename not found) [in UnrealEditor-UnrealEd.dylib]
TBaseSPMethodDelegateInstance<false, SScalabilitySettings, (ESPMode)1, FReply (), FDefaultDelegateUserPolicy>::Execute() const Address = 0x11f59c0fd (filename not found) [in UnrealEditor-UnrealEd.dylib]
SButton::ExecuteOnClick() Address = 0x10e853a25 (filename not found) [in UnrealEditor-Slate.dylib]
SButton::OnMouseButtonUp(FGeometry const&, FPointerEvent const&) Address = 0x10e875774 (filename not found) [in UnrealEditor-Slate.dylib]
FSlateApplication::RoutePointerUpEvent(FWidgetPath const&, FPointerEvent const&) Address = 0x10e64148a (filename not found) [in UnrealEditor-Slate.dylib]
FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent const&) Address = 0x10e5fd67b (filename not found) [in UnrealEditor-Slate.dylib]
FSlateApplication::OnMouseUp(EMouseButtons::Type, UE::Math::TVector2) Address = 0x10e64b1f6 (filename not found) [in UnrealEditor-Slate.dylib]
FMacApplication::ProcessMouseUpEvent(FDeferredMacEvent const&, TSharedPtr<FMacWindow, (ESPMode)1>) Address = 0x109a6304a (filename not found) [in UnrealEditor-ApplicationCore.dylib]
FMacApplication::ProcessEvent(FDeferredMacEvent const&) Address = 0x109a5d2fc (filename not found) [in UnrealEditor-ApplicationCore.dylib]
FMacApplication::ProcessDeferredEvents(float) Address = 0x109a5d07f (filename not found) [in UnrealEditor-ApplicationCore.dylib]
FSlateApplication::TickPlatform(float) Address = 0x10e6169c7 (filename not found) [in UnrealEditor-Slate.dylib]
FSlateApplication::Tick(ESlateTickType) Address = 0x10e615f15 (filename not found) [in UnrealEditor-Slate.dylib]
FEngineLoop::Tick() Address = 0x1091c3bba (filename not found) [in UnrealEditor]
GuardedMain(char16_t const*) Address = 0x1091d0992 (filename not found) [in UnrealEditor]
-[UEAppDelegate runGameThread:] Address = 0x1091ec033 (filename not found) [in UnrealEditor]
-[FCocoaGameThread main] Address = 0x10b3d4561 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x7ff80b5d6adc (filename not found) [in Foundation]
_pthread_start Address = 0x7ff80a6ad259 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff80a6a8c7b (filename not found) [in libsystem_pthread.dylib]

Copy your project folder, delete everything except CONFIG, CONTENT and your *.UPROJECT file. Then try again.

Alternative:

  1. Upload your project
  2. Tell us what you changed in your project or it is a new one.

It’s a new one, nothing changed.
I completely reinstalled UE 5.0.3 and the Quixel Bridge plugin.

In the settings “privacy and security” I needed to allow Macos to open node.bifrost.app

My project shuts down when I am using my mouse to navigate in the viewport.

The error:

Fatal error: [File:/Users/build/Build/++UE5/Sync/Engine/Source/Runtime/RHI/Private/PipelineStateCache.cpp] [Line: 144] Shader compilation failures are Fatal.

FCompilePipelineStateTask::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x10790365d (filename not found) [in UnrealEditor-RHI.dylib]
TGraphTask::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) Address = 0x107902eec (filename not found) [in UnrealEditor-RHI.dylib]
FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()::operator()() const Address = 0x108e0f128 (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::TTaskDelegate<void (bool), 48u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()>(char16_t const*, LowLevelTasks::ETaskPriority, FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()&&, bool)::‘lambda’(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<void (bool), 48u>&, void*, unsigned int, bool) Address = 0x108e0eba7 (filename not found) [in UnrealEditor-Core.dylib]
bool LowLevelTasks::FScheduler::TryExecuteTaskFrom<&(LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue::DequeueGlobal(bool, bool)), false>(LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, LowLevelTasks::TLocalQueueRegistry<1024u>::FOutOfWork&, bool, bool) Address = 0x108de50ff (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) Address = 0x108de45f1 (filename not found) [in UnrealEditor-Core.dylib]
FThreadImpl::Run() Address = 0x108fcd023 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::Run() Address = 0x108f8fdb4 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x108ef01b4 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff81ae28259 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff81ae23c7b (filename not found) [in libsystem_pthread.dylib]

Can you create a new folder, paste these files inside it and test it?

That is your project with all settings reset, no plugin, no project settings (except your input)

I reinstalled Monterey, Epic Games Launcher, UE5 + bridge and Xcode.**

Now it seems to work all correctly.

So I don’t know if your adjustments are OK.

Thanks anyway!

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