I had this issue with my RTX 3060.
The fix for me was in the Nvidia settings.
I opened up Nvidia control panel settings then under 3d settings i clicked “Restore”
That was over a week ago and not had an issue since.
I wanted to adjust my graphics card settings but it was conflicting with UN5 for some reason.
Been debugging this problem in our project, and it is definitely something with masked/translucent materials. We have an runtime gizmo used in our project to select actors and after a few selections, the project always crashes. The runtime gizmo has masked/translucent materials. As soon as I disabled the gizmo, the problem was gone for 15-20 minutes, but eventually it has crashed still in a scene with some translucency/masked materials. It might be a good starting point for the debugging.
By any chance, any of you guys had “Enable Order Independent Transparency (Experimental)” enabled? After disabling it in the project settings, the crashing issue seems to be gone.
This may indeed be connected to translucent materials.
I have/had, but I don´t remember why.
I really really wish I would have saved that specific level, so I´d remember a way to reproduce the crash, instead of just vaguely remembering it and then frantically doing research, when it happens again…
So, can´t test it right now, wether that may be a solution.
That being said though: If that helps, its one step more towards pointing in the direction of translucency being involved somehow…
Yeah, actually, we have not had this problem since then. So it is definitely the order independent transparency that was causing issues. Wonder if it is the same issue for others with DX12.
I never had that check enabled. It crashes on DX12 independent of what project, startup template or whatsoever is opened.
Thank you very much! Turning off transparency really helped me. This problem haunted me for a very long time, and the failure occurred absolutely chaotically and none of the methods described above helped.
hey folks, i had this crash happening to me until a moment ago. the issue was a corrupted post processing shader. It took foerever to debug it and I’m not certain I’m fully stable yet, but I found a material that would crash my editor whenever I tried to open it. I removed it from my post processing chain and the crash stopped happening at runtime. I’ve deleted the shader and re-written it (since I can’t recompile it) and all seems well. I will report back if the error comes back.
TLDR: if you switched from DX11 to DX12 for an existent project, it’s possible some materials were corrupted in the process. I’m actually not 100% this is what happened, but switching to dx12 coincided with the crash and corrupted shader, so it’s pretty safe bet I think. i am on 5.1.1 btw.
i hope this helps someone down the line.
Edit: I don’t think it’s actually a corrupted file. If I revert to DX11, I can open all my post process mats again. Through some trial and error, I was able to identify stencil test as the culprit. Still not sure why though, especially since another material with the exact same settings and configuration does not crash the editor when I open it. Note: does not occur if the bad post process materials are handled before tonemapping with the same settings otherwise.
I’m facing this issues when I start rendering my project from MRQ. Checked the unreal documents and did follow the steps - How to Fix a GPU Driver Crash When Using Unreal Engine | Unreal Engine 5.0 Documentation but its been months and I still face this issue in various project. I tried to check my Vram or hardware but my hardware specs are pretty decent.
It would be great if someone can share a video or guide me to avoid the GPU crash error during taking renders.
I’m equally having this haunting issue - however I DID NOT have this enabled… default project settings on Max Display when project was created.
Went with these settings - and still the same issue for me This WAS NOT a fix for my end.
again, only consistent “fix” right now is to limit framerate in editor through nvidia control panel, unless you can just revert to Directx11, than that will be the easiest fix…
Please report if this does NOT fix the crashes for you.
The other thing you can try is to disable the experimental translucent sorting
Try disable GPU Sheduling in windows and type in console r.D3D12.GPUTimeout 0
This helped me to avoid MRQ crashes
This is not a consistent fix. Not everyone with this problem is having an NVidia card. Limiting the framerate or toggling the Experimental translucent sorting does nothing to prevent that bug. The only consistent workaround is choosing DX11 or Vulkan.
I can reproduce the crash! happens everytime I try something in UE5 .
I went to discord with this information and was told it was a video card driver issue
its not because what I do to replicate the crash in UE5 works in UE4. I can even make a video if you want.
This has been going on since 2022 and we are entering 2024…let that sink in…
unreal engine 5 has serious serious issues and it wont be ready for another 3-5 YEARS.
There is no way a DEV can release on UE5, these crashes will destroy your reputation in the gaming world and you will get bad reviews
as you can see nobody has a fix, imagine people complaining your game crashes everytime they do something and it never got fixed for 2 years.
welcome to Unreal Engine 5
have you even built a game and tested it across multiple PC’s? I"ve not once experienced this crash in a client PC connectin gto a server … and I build RELIGIUOSLY on every new feature implementation I do…
I can hands down verify that this is a PLAY IN EDITOR (PIE) only problem - and not carried over to built/packaged games.
indeed - Welcome to Unreal Engine 5!
limiting the framerate isn´t an Nvidia exclusive feature afaik?
Its been a consistent enough fix for ME for said issue.
I´ve had crashes since, but I think I only had the GPU crash again when I turned off frame limiting again, just to see if the problem might have gone away with a new build.
DX11 is NOT a “workaround”, without Nanite I simply wouldn´t use Unreal, as we would not be able to do what we need to do for our style of projects (linear content creation, not game dev).
Haha, yeah, that is absolute nonsense.
Just look at the BIG list of games released with UE5 and their success…
Its a super annoying and frustrating issue and its tough to see the bigger picture, if it feels like its a very common issue and yet there seems to be no answer as to why its happening.
We might all just share the same type of windows setting we´re not aware off…
Bit off topic, but I recently found the cvar that culls raytraced shadows at a distance, something that I´ve been struggling two figure out since I started using Unreal two years ago and could not find ANY info or tip anywhere that helped.
Seemed like its an absolutely unavoidable problem with Unreal being a game engine, so I had already given up and then there it was:
r.RayTracing.Culling 0
Boom. Problem gone.
Same with godrays.
Couldn´t figure out why I couldn´t get godrays anymore.
r.VolumetricFog.InjectRaytracedLights 1
Boom. Problem gone.
Its possible that we all followed ONE tutorial that gave ONE tip in the project settings that now makes it crash.
Or some other thing we share, like a certain windows build.
Lets hope its an Epic problem or a DirectX problem and we get that fix automatically at some point.
Limiting frame rate is still a …limiting “fix”, as it doesn´t just limit your frane rate to a comfortable 25fps, it also makes things slower than 25 fps occasionally on heavy scenes, that would still have fps in editor that would be workable, if it weren´t limited…
I was able to fix my crashes buy using FSAA instead of MSAA
MSAA breaks things or so they say on discord
Dont know if it will work for you, but try switching things to FSAA see if it helps