Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

I am not sure what I did but after I load my project it will stay active for a few minutes until crashing to this.

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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_Core!FMemStackBase::GetByteCount() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\MemStack.cpp:332]
UnrealEditor_RenderCore!FRDGBuilder::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2027]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4578]
UnrealEditor_Renderer!FRendererModule::BeginRenderingViewFamilies'::87’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4848]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::87’::<lambda_3> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies'::87’::FDrawSceneCommandName,FRendererModule::BeginRenderingViewFamilies'::87’::<lambda_3> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Greetings @Parklis

Welcome to the Unreal Engine Community Forums! With this error, is it happening on multiple UE versions or just a specific one? Also, I’d recommend trying DirectX 11 and see if the issue continues after that. Let me know how that goes as well! I’ll monitor the thread. Thanks!

Hi there. For me, it was nothing to do with versions or any clear reasons really. For multiple times I had to roll back a modified uassett file and the project was working again. Make a copy and try to roll back the struct assets first, they caused me the problem.

I have only tried with 5.3.2 so I can try with others and I will let you know about Dx11 when I can

Excellent! I’ll monitor the post and look forward to hearing about the results. Hopefully it resolves it!

After some testing it seems Dx11 fixed it. To note, I also updated my graphics and tried to version down (which made things worse) and then versioned back up. Was it only Dx11? Unsure, but it was at least part of the fix.

Thank you Frosty

Sorry seems like it was only a temp fix. Still errors but now takes longer before it does

Oh, I see! So, it helped. But, you’re still getting errors. Is it the same error that you were getting before?

It’s still the main EXCEPTION_ACCESS_VIOLATION. I have tried cleaning the project, verifying files, reinstalling the engine, switching to previous engine versions, graphics drivers updated, Windows updated, deleted the level and made a fresh one. All the same issue. I am currently trying to remake the level on a blank project but I have a feeling it’s a program issue not accessing enough RAM somehow but any additional help would be great.

I had a fog component attached to a BP that I used a lot (doorway). I have removed that component and that might have helped. Will keep updating

UPDATE: I removed the fog component and that seems to have fixed the issue. I think having to many caused stress on my RAM or needed more than I have. Either way, think I can call this one wrapped now.

Right on! Well, I’m happy that you were able to get it resolved. Thanks again for posting as this topic will help others who run into this problem. Have a great week!

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