Firstly, I apologize for putting this in the ‘feedback’ section but there seems to be no ‘troubleshooting’ section.
I’ve tried everything I can think of, but I just can’t get the UE5 editor to work properly. I installed it the other day and opened up and used a template project and everything was fine, so I backed up my project and then converted it from 4.27 → 5.0.0. Upon the converted project opening, it crashed with this same error. Over and over and over. I tried rebuilding the project files and it still wouldn’t work. Then I tried running as debug and randomly it decided to work… but now it randomly stopped working again and will launch neither in run nor debug mode even with clean rebuilds.
The macro check that is failing is related to some kind of mesh rendering but there are no meshes in the scene that is being loaded as it’s the ‘empty’ editor scene. So I have no idea what it’s crashing on or how to get it to stop.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038
UnrealEditor_Engine!DispatchCheckVerify<void,<lambda_8c48b4d6b9a7098fb1211ba728f8de63> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:169]
UnrealEditor_Engine!FBatchedElements::Draw() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\BatchedElements.cpp:1137]
UnrealEditor_Engine!<lambda_317675ff1a65c8b84d0d05bc99a11f11>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UserInterface\Canvas.cpp:446]
UnrealEditor_Engine!TRDGLambdaPass<FRenderTargetParameters,<lambda_7f5a72df9804351f9104bf2a271abe26> >::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphPass.h:564]
UnrealEditor_RenderCore!FRDGBuilder::ExecutePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2447]
UnrealEditor_RenderCore!FRDGBuilder::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1635]
UnrealEditor_Engine!FCanvas::Flush_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UserInterface\Canvas.cpp:746]
UnrealEditor_Engine!FDebugCanvasDrawer::DrawRenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Slate\DebugCanvas.cpp:305]
UnrealEditor_SlateRHIRenderer!FSlateRHIRenderingPolicy::DrawElements() [D:\build\++UE5\Sync\Engine\Source\Runtime\SlateRHIRenderer\Private\SlateRHIRenderingPolicy.cpp:1261]
UnrealEditor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\SlateRHIRenderer\Private\SlateRHIRenderer.cpp:895]
UnrealEditor_SlateRHIRenderer!TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`39'::SlateDrawWindowsCommandName,<lambda_f9feabdceba9d88a5c7b2ca3d59100d9> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193]
UnrealEditor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`39'::SlateDrawWindowsCommandName,<lambda_f9feabdceba9d88a5c7b2ca3d59100d9> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]
Yes I am aware I can stay on 4.27, but I’d also like to know what is causing this issue.
Edit: Okay, after VERY much struggle… I have finally fixed it. There seems to be a bug in the 4.27->5 conversion tool. What exactly I can not pinpoint. All I know is that retargeting my project manually to my own source build of 5 and then building and running the editor worked fine with my project.