Heyo UE friends!
So I am reaching out with urgency as I am trying to get a personal project wrapped up by middle of next week and I am currently running into an issue where my Level has crashed every time I open my Level. The callstack is as follows:
Assertion failed: bSucceed [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderResource.cpp] [Line: 565]
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
I have tried the following and has not fixed the issue:
Reinstalling UE5.0.3
Deleted Saved/Intermediate/DerivedDataCache folders and reopened project
Updated Drivers to most current
Updated Quixel Bridge to latest
This is something I’m very much trying to resolve and I know there’s been several threads similar but not with the same assertion failed line error. Appreciate ya’ll!
1 Like
Hey there @chrisrcamp2! Welcome to the community! So this looks like a shader compression issue. This is hard to diagnose, if you aren’t doing anything whacky with shaders, then this is likely a clash with your drivers and UE5. Could you attempt to lower the RHI to DX11 and try to access the level? If so you can try to root out what material is causing the problem more directly. Also, could you post your specs as well? This is more for bug tracking than support. Tutorial on how to change your RHI two different ways below:
Let me know how it goes!
Hello @SupportiveEntity Thank you so much for the warm welcome and extending out some ideas! So I have switched from Direct X 12 to 11 and now upon trying to open said problem level, it just crashes immediately. The error is the same. I can attach crash logs if you’d like. I have nodea idea how to figure out what might be the issue in said logs though. Not entirely sure how I could add them here or if I could send via inbox?
No worries! So for one you don’t have editor symbols attached so most of your lines are completely blank. You can download the editor symbols for your engine type in the launcher here:
These will let use see the logs more clearly.
This makes it a bit easier to see all of the cascading failures but the engine size on disk will be bigger proportionally, but it is showing that the success check bool failed during shader compression. We can also try changing over the shader compression format from Oodle to something like LZ4 or Zlib in your project settings (or no compression but that’s definitely not ideal).
You can post the logs here if you’ve been here a bit, but most new users have limits on some forum features (because spambots). If you can’t access that feature yet, you can upload a log to pastebin and I can look it over.
This is great info I had no idea! installing that now to my engine and will look into shader compression format when back in. As far as providing the crash logs I am unfortunately pretty much day 1 couple hour aged noob here in forums. Here are 2 link files that might hopefully shed some light on my issue. Couldn’t remember exactly which one is the crash log.
https://pastebin.com/qtFDRn7M
You are also pretty much right on track regarding the shaders. Here is an image of an old screenshot when I initially started blocking out some stuff and now when I try to open an earlier version of the Level the grass shader is broken and turns all white. Doesn’t happen every time though. I’m not trying to remove the grass or anything but maybe I need to play with the shader?
See if you can make a copy/branch of your current version and force delete the grass. It may cause a metric ton of errors and possibly a crash, but if it clears the references it might just save the level at least. Repainting a different grass will surely be less painful than the alternatives.
It might even be as simple as clearing the shader cache and letting it fully rebuild. Though I’m not sure where the cache is stored. It’s not common to see an error like that, that isn’t caused by the hardware, the drivers, or randomly failing cache of sorts.
I don’t think it will work since it seems the compression itself is failing and not the decompression.
Gotchya. Copying over stuff over now and will try to delete the grass. My UE is still updating with that Editor Symbols and once that’s done I’ll try swapping out the shader compression settings. If these don’t work, I used a mix of different marketplace assets for layout. Crossing fingers and will keep posted once everything starts up again! Appreciate ye @SupportiveEntity
1 Like
Awesome! Just let us know if it worked out for you and remember to mark the solution even if you figured it out yourself. The issue does seem to be just the one shader, and if that’s sorted you shouldn’t have any issues.
Heyo @SupportiveEntity so it’s definitely one of the grass shaders or possibly all of them, how would I go about fixing this now that the level opens? It looks like changing the shader compression to Zlib or Lz4 allow me to open the level successfully which is great thank you! The only thing is now my cast shadows look less contrasty/not as natural. Is there something one can do about this when having to switch compression formats? ATruly appreciate all your help would not have gotten this far without it!
Here’s a before vs after in regards to broken shadows. Lighting wasn’t changed, just placement of actors. Notice how the shadows are much more contrasted and darker the way they are supposed too be. That’s no longer happening when I switch shader compressions
doh! It’s because I was still on DirectX 11! Switched to 12 and shadows look like they used too! Thanks so much for your amazing help @SupportiveEntity ! I will definitely close this out as solved! One question though, not sure how this happened but would like to avoid in the future. Since most of the stuff I’m using is marketplace assets, is this possibly a UE5.0.3 oriented error? As I’ve never run into this with UE4 and even in earlier versions of UE5.
Think you hit the nail on the head with this one. Most reports I’ve seen of this error are from projects that moved from (or assets in your case) 4.2X to 5.03. Something with the shader successfully compiled and cached before, but now it’s failing on decompression. It’s rare enough that it’s hard to find any solution besides nuke the asset it’s attached to so you can get on with your project. Since the cache itself is a bin file, I’m weary of just deleting it but since it auto generates I don’t think it’d cause any issue, though take that with a grain of salt because I don’t work in the engine source, I just read it from time to time!
Makes sense I suppose I’ll have to be more wary of what I try to compile into my projects for UE5! Aside from the shader compression workaround I will break things into SL’s so that in case this happens again I at least can load them in one by one into a new persistent level and non-destructively rebuild that way. I marked your shader compression note as my solve as that did in fact get me back my broken level. I appreciate ye @SupportiveEntity! Definitely glad I started using these forums!
1 Like
Hello everyone. I know that this is an older thread, but I’m having a similar issue. Would anyone be able to take a look at the log? Any help would be very appreciated. I just finished building out this map for a scene.
Space.log (202.8 KB)
1 Like
Hey there @MADMOVIESINC! I’d recommend having your own thread for this issue, as it likely isn’t the same one and will get more views/engagement.
That said, checking the log you had sent over doesn’t mention any fatal errors or includes the callstack at all so it’s going to be a bit rough determining where it’s coming from, from that alone.
Do you have editor symbols installed and if so can we see the callstack when the actual crash occurs? (This video can help with multiple of those aspects)
Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.
Do you mean this…
LoginId:7e41574f47cca68c62cb39a43a5669f6
EpicAccountId:280f5801cd8541b38a03d9eb853eed12
Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\BufferReader.h] [Line: 52]
UnrealEditor_Core!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\String.cpp:1789]
UnrealEditor_Core!FNameAsStringProxyArchive::operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp:624]
UnrealEditor_MeshDescription!operator<<<TSetElement<TTuple<FName,FAttributesSetEntry> >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h:1496]
UnrealEditor_MeshDescription!TSetPrivateFriend::Serialize<TTuple<FName,FAttributesSetEntry>,TDefaultMapHashableKeyFuncs<FName,FAttributesSetEntry,0>,FDefaultSetAllocator>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Set.h:2201]
UnrealEditor_MeshDescription!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshAttributeArray.cpp:100]
UnrealEditor_MeshDescription!TArrayPrivateFriend::Serialize<FMeshElementContainer,TSizedInlineAllocator<1,32,TSizedDefaultAllocator<32> > >() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h:3581]
UnrealEditor_MeshDescription!operator<<<TSetElement<TTuple<FName,FMeshElementTypeWrapper> >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h:1494]
UnrealEditor_MeshDescription!TSetPrivateFriend::Serialize<TTuple<FName,FMeshElementTypeWrapper>,TDefaultMapHashableKeyFuncs<FName,FMeshElementTypeWrapper,0>,FDefaultSetAllocator>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Set.h:2201]
UnrealEditor_MeshDescription!FMeshDescription::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:197]
UnrealEditor_MeshDescription!FMeshDescriptionBulkData::LoadMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:2180]
UnrealEditor_Engine!FStaticMeshSourceModel::LoadMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshSourceData.cpp:227]
UnrealEditor_Engine!FStaticMeshSourceModel::CloneMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshSourceData.cpp:252]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:462]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:50]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:3110]
UnrealEditor_Engine!UStaticMesh::GetPlatformStaticMeshRenderData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4961]
UnrealEditor_Engine!UStaticMesh::ClearCachedCookedPlatformData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4976]
UnrealEditor_Engine!UStaticMesh::ClearAllCachedCookedPlatformData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4981]
UnrealEditor_Engine!UStaticMesh::PrepareDerivedDataForActiveTargetPlatforms() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5471]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6521]
UnrealEditor_Engine!FAsyncTask::DoTaskWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor!LowLevelTasks::FTask::Init<
FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::
11’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::
11’::<lambda_1>,0>::CallAndMove() [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:172]
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]
Yep! That’s the callstack! Same error listed as the inciting error, but the full trace this time. The BufferReader header’s failing, which can mean a decent number of things. The basics of it is that whatever it’s checking that assertion against is wrong.
I haven’t seen this one before but since it’s a core function it’s a tough one to debug.
Looking into the other vein, these two lines also stand out:
[2023.09.30-17.01.33:625][463]LogLinker: Warning: [AssetLog] U:\Unreal\Projects\Space Scene\Space\Content\Space.umap: Failed to load '/Game/Asteroids/Asteroids': Can't find file.
and
[2023.09.30-17.01.33:625][463]LogLinker: Warning: [AssetLog] U:\Unreal\Projects\Space Scene\Space\Content\Space.umap: VerifyImport: Failed to load package for import object 'Package /Game/Asteroids/Asteroids'
It looks like it’s failing to open this map because it can’t find the file. Does the file still exist?
If possible and you have another map, can you change the DefaultEngine.ini to pick a different starting map? For example:
[/Script/EngineSettings.GameMapsSettings] EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
Thanks for your time on this. I think I see what you are saying. Is there anyway to get a full path out of the log to see exactly where it wants these files to be? Maybe I can put something there in its place to get the level to launch.
I can load the project. The default map is still default. It is only when I try to open the level file in question, that the crash happens.
It doesn’t look like the full path is mentioned, usually UE paths start in one of two places, at the content folder, or at the top of the project head. I’d say in this case, just search for the lead folders across the whole file structure and it should get you where you need to be. If the path doesn’t exist, this may get a bit more complicated.