Brief Explanation of the Problem:
After enabling the experimental Scene Graph feature, the project immediately crashes upon loading with a TexCoordRHIBuffer error.
Technically, this indicates that the Scene Graph system is attempting to initialize a Render Proxy for an entity (likely a default or placeholder entity) that has no valid geometry data (Vertex Count or UVs are 0). The Render Hardware Interface (RHI) attempts to allocate a buffer of size 0, which triggers a fatal assertion failure in the engine’s low-level rendering code (specifically FortniteClient-Win64-Shipping).
Even after disabling the plugin via config files, the crash persists, likely due to cached intermediate data trying to reload the invalid buffer.
Summary: Project is stuck in a persistent crash loop after enabling the Experimental Scene Graph feature. The crash occurs during the project initialization phase on the Rendering Thread.
Error Message: Fatal error: [File:Unknown] [Line: 0] Attempt to create zero-sized buffer 'TexCoordRHIBuffer', owner 'None', usage 0x4101, stride 0.
Steps to Reproduce:
-
Open a UEFN project.
-
Enable the Scene Graph experimental feature in Editor Preferences.
-
Restart the editor as prompted.
-
The project now crashes on launch 100% of the time.
Observed Behavior: The crash points to a memory allocation failure where the engine tries to create a Vertex/Index buffer for a mesh that has zero data (Stride 0). This suggests a Scene Graph entity is initializing without valid mesh data before the editor is fully loaded.
Attempted Fixes:
-
Disabled
SceneGraphin.upluginandDefaultEditorPerProjectUserSettings.ini. -
Deleted
Intermediate,Saved, andDerivedDataCachefolders. -
Verified Fortnite files.
Platform: PC / Windows 11 (DirectX 12)
