Ok, updated to the latest version of gameready drivers, 536.23.
Crashes at around the same frame if I scrub the sequence. It only crashes,
when I have an animated camera in the sequence or if I move around the scene with the viewport cam.
But while diddling around with the scene, I thought I had found another “workaround” :
I have my engine scalability settings set to “Epic” by default, but for some scenes I also need to set at least “Textures” and “Shaders” to “Cinematic”.
(For example Metahuman textures on epic look like complete garbage for me).
So, without changing anything from before, I set the scalability to “high” and it didn´t crash.
Next I switched everything to epic and it didn´t crash.
So then I first set Textures and then Shaders back to cinematic (same settings as before), but it didn´t crash anymore.
Unfortunatelly, while this worked twice in a row, third time it crashed again.
I didn´t keep testing much further than this, everything high and only textures on cinematic still worked, everything on epic crashed again.
So, if you have a scene you can crash reliably with your current settings, you could
do some further testing, but I´m not sure thats going to help everyone, scalability settings might still be scene/hardware dependent.
Scene sits around 60fps normally with 17ms and about 6gb Vram on a 3090.
The ONLY reliable “Fix” from all 155 posts so far is to limit the frame rate in the driver.
For me that is to about 58 fps, which makes taxing scenes run around half of the fps in editor
Which is still fine to work with in most cases, but in some scenes, the fps drops down to 20 or even 15 fps, which it wouldn´t do without the frame limit.
Ms also goes up from around 17ms to around 50ms.
Dear Epic Devs…can you please look into this?
I love Unreal so much, but this has been going on for way to long and for way too many people.
If you cannot reproduce the error, I´m happy to provide a test project.
And I know just because dozens of people experience the same issue, it still might be related to random hardware or hardware-constellation problems.
But maybe you could at least chime in with something to try to pin point the issue some more…?