Hello,
I am working on a small environment on UE5 while recording the process with OBS to make a time lapse. Everything was fine during the first days, then it started to crash over and over.
here is the log :
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_Core!_mi_malloc_generic() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\page.c:875]
UnrealEditor_Core!_mi_heap_malloc_zero() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\alloc.c:148]
UnrealEditor_Core!mi_heap_malloc_zero_aligned_at() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\alloc-aligned.c:52]
UnrealEditor_Core!mi_realloc_aligned() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\alloc-aligned.c:187]
UnrealEditor_Core!FMallocMimalloc::Realloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocMimalloc.cpp:132]
UnrealEditor_Core!FMemory::Realloc() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:111]
UnrealEditor_Core!TSizedHeapAllocator<32,FMemory>::ForAnyElementType::ResizeAllocation() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\ContainerAllocationPolicies.h:602]
UnrealEditor_CoreUObject!TArray<UObject *,TSizedDefaultAllocator<32> >::ResizeGrow() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h:2987]
UnrealEditor_CoreUObject!UE::GC::FRealtimeGC::MarkObjectsAsUnreachable<1>'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:3689]
UnrealEditor_CoreUObject!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,
ParallelFor’::2'::<lambda_1>,std::nullptr_t>'::
2’::FParallelExecutor::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_CoreUObject!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::
2’::<lambda_1>,std::nullptr_t>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
I tried to restaure NVIDIA settings to default in the control panel. I also tried to disable antialiasing FXAA, but it doesnt help.
my texture streaming pool size is set to 2000.
Do you guys have any ideas ?