UE5 keeps on crashing

Hey there @DaBluePie! So this likely an error that stems from something attempted to access memory at that location, it’s likely graphics related. We’ll need to see the rest of the crash log. It should be in your project server, Saved → Crashes. If you can’t find a callstack that looks like this (but longer):

[2022.11.13-14.42.07:629][356]LogOutputDevice: Error: Ensure condition failed: Cast<APawn>(NewUpdatedComponent->GetOwner()) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PawnMovementComponent.cpp] [Line: 18]
[2022.11.13-14.42.07:629][356]LogOutputDevice: Error: FloatingPawnMovement must update a component owned by a Pawn
[2022.11.13-14.42.07:629][356]LogOutputDevice: Error: Stack: 
[2022.11.13-14.42.07:629][356]LogOutputDevice: Error: [Callstack] 0x00007fff1334b892 UnrealEditor-Engine.dll!UPawnMovementComponent::SetUpdatedComponent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PawnMovementComponent.cpp:18]
[2022.11.13-14.42.07:629][356]LogOutputDevice: Error: [Callstack] 0x00007fff13337629 UnrealEditor-Engine.dll!UMovementComponent::OnRegister() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\MovementComponent.cpp:173]
[2022.11.13-14.42.07:629][356]LogOutputDevice: Error: [Callstack] 0x00007fff1329866c UnrealEditor-Engine.dll!UActorComponent::ExecuteRegisterEvents() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1628]
[2022.11.13-14.42.07:629][356]LogOutputDevice: Error: [Callstack] 0x00007fff132c4cc9 UnrealEditor-Engine.dll!UActorComponent::RegisterComponentWithWorld() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1283]

at the bottom, you will have to download the Editor Symbols to be able to see them, then crash it again to generate a log with a proper callstack. Here’s a video that shows how to do that, and some useful info about crashes:

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.

After that, if it does point to the DX12RHI I have 2 threads with my primary recommendations that I’d answered on a while back that has others that are having RHI related crashes and various ways to fix them and I’m working on a distilled post to pin with all relevant information.

The big thread (Tons of possible solutions):

The smaller less dense thread(I’ve got 2 posts in this one with possible solutions):

If your crash logs don’t point to the RHI then we can look into specific courses of action based on what the logs say once you bring the callstack. Also, if I may also know your specs for tracking this issue?