UE5: LogOutputDevice: Error: [Callstack]

Hey all UE developers,

since I’ve updated my Unreal Engine project from version 4.27.2 to version 5.0.1. I’m getting the following error in the outputLog when starting my project:

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !Result->ContainsNaN() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Math\UnrealMathSSE.cpp] [Line: 113]
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ff9364c4cb3 UnrealEditor-Core.dll!VectorMatrixMultiply() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Math\UnrealMathSSE.cpp:113]
LogOutputDevice: Error: [Callstack] 0x00007ff9247cbdb1 UnrealEditor-Renderer.dll!GetVolumeShadowingShaderParameters() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\VolumeLighting.cpp:156]
LogOutputDevice: Error: [Callstack] 0x00007ff92470d579 UnrealEditor-Renderer.dll!InjectTranslucentLightArray() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentLighting.cpp:1111]
LogOutputDevice: Error: [Callstack] 0x00007ff92470c929 UnrealEditor-Renderer.dll!InjectTranslucencyLightingVolumeArray() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentLighting.cpp:1254]
LogOutputDevice: Error: [Callstack] 0x00007ff923dca3d8 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderLights() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\LightRendering.cpp:988]
LogOutputDevice: Error: [Callstack] 0x00007ff923a99d59 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2907]
LogOutputDevice: Error: [Callstack] 0x00007ff92455ff79 UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4087]
LogOutputDevice: Error: [Callstack] 0x00007ff924531232 UnrealEditor-Renderer.dll!<lambda_5bef0671e2645c9d84f47c7c235eeb26>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4338]
LogOutputDevice: Error: [Callstack] 0x00007ff92454791a UnrealEditor-Renderer.dll!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::46’::FDrawSceneCommandName,<lambda_5bef0671e2645c9d84f47c7c235eeb26> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193]
LogOutputDevice: Error: [Callstack] 0x00007ff92454f45a UnrealEditor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::46’::FDrawSceneCommandName,<lambda_5bef0671e2645c9d84f47c7c235eeb26> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
LogOutputDevice: Error: [Callstack] 0x00007ff936253a9d UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
LogOutputDevice: Error: [Callstack] 0x00007ff936253f3e UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
LogOutputDevice: Error: [Callstack] 0x00007ff9362542e1 UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
LogOutputDevice: Error: [Callstack] 0x00007ff9aed067fb UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380]
LogOutputDevice: Error: [Callstack] 0x00007ff9aed0a1e8 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]
LogOutputDevice: Error: [Callstack] 0x00007ff9369283ab UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]
LogOutputDevice: Error: [Callstack] 0x00007ff9369213b0 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:76]
LogOutputDevice: Error: [Callstack] 0x00007ff9dc597034 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff9de582651 ntdll.dll!UnknownFunction []

At first I’m noticing, that I don’t use a path “D:\build++UE5…”.
My UE5 path is “D:\Game Development\UDK\UE_5.0”
And my project path is “D:\Game Development\UDK\Workspace\PaleGov”

Are the both paths are too long? Does anybody has an idea?

I hope anybody can help. If you need more information just tell me :slight_smile:

Greetings
Tobias

1 Like

Solved this bug. The problem was the skybox and the fog of an old version of the standard map. I’ve copied the fog and skybox of the new “OpenWorld” standard map and this worked for me.

4 Likes

Just one more datapoint for the pile: I had to delete a skylight that was in a level in a project that was upgraded from ue4 to ue5. Recreating it got rid of this error for me. (specifically a sky distance threshold of 0 seemed to be the problem)

1 Like

For me it was a runtime virtual texture volume!

  1. Save your projects
  2. Delete a batch of objects
    3 ) copy paste the list of deleted in a txt file from the output.log)
  3. Save/quit relaunch
  4. No errors? restore your project, check the text file to get the last deleted objects.

what do you mean by “Delete a batch of objects”? Where are the batch of objects found?

For anyone reading this thread later on, I had a similar issue, packaged game crashed on loading in a new level.
Project migrated from 4.27 → 5.3
Removing the original height fog and directional light (added in 4.27) and adding them back in stopped the initial map load crash.