DeltaDev
(Delta)
December 28, 2024, 3:51pm
1
Hello!
So i recently closed my project, took a small rest, and when i opened it again the engine crashed with this error:
I tried looking in the forums for a solve and i tried resetting the graphics card’s settings to default and restarting the pc but the engine still crashes.
PC:
NVIDIA GTX 1050 Ti
16GB RAM
Intel Core i5-9400F 2.90GHz
Unreal Engine 5.4.4 Windows 11 64-bits
The engine always worked good for me, even with many instances of it opened so it shouldn’t be because of the performance.
DeltaDev
(Delta)
December 28, 2024, 8:04pm
2
bumping, i updated windows, graphics drivers and unreal engine to the last version and still the same happens
hadenep
(hadenep)
December 28, 2024, 8:41pm
3
try to delete UnrealEngine cache folder, then start your project.
delete this folder:
“C:\Users\ -Username-goes-here- \AppData\Local\UnrealEngine”
Doc.gdi
(Doc.gdi)
December 28, 2024, 9:34pm
5
That text says really nothing. In the unreal page of the epic launcher, modify the installation to include the engine source and editor symbols for debugging. Then the crash log should give more information
DeltaDev
(Delta)
December 28, 2024, 10:13pm
6
crash log with that installed:
LoginId:a1d1c693426b72a6e95326819fbe28c9
EpicAccountId:4f8148587d9d4aab8db4a4b29e569db6
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_Core!_mi_heap_malloc_zero() [D:\build\++UE5\Sync\Engine\Source\ThirdParty\mimalloc\2.0.0\src\alloc.c:147]
UnrealEditor_Core!FMallocMimalloc::Realloc() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocMimalloc.cpp:155]
UnrealEditor_Core!FMemory::Realloc() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:134]
UnrealEditor_Core!TSizedHeapAllocator<32,FMemory>::ForAnyElementType::ResizeAllocation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\ContainerAllocationPolicies.h:746]
UnrealEditor_Core!TArray<wchar_t,TSizedDefaultAllocator<32> >::ResizeTo() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h:3174]
UnrealEditor_Core!FString::FString() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\String.cpp.inl:230]
UnrealEditor_Core!FConditionalScopeLogTime::~FConditionalScopeLogTime() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Stats\StatsMisc.cpp:58]
UnrealEditor_Core!FDebug::EnsureFailed() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:540]
UnrealEditor_Core!FDebug::OptionallyLogFormattedEnsureMessageReturningFalseImpl() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:713]
UnrealEditor_Core!CheckVerifyImpl() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:769]
UnrealEditor_Core!UE::Assert::Private::ExecCheckImplInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:793]
UnrealEditor_Engine!UBlueprintGeneratedClass::CreatePersistentUberGraphFrame() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp:1867]
UnrealEditor_CoreUObject!UObject::PostInitProperties() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3685]
UnrealEditor_Engine!AActor::PostInitProperties() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:434]
UnrealEditor_CoreUObject!FObjectInitializer::PostConstructInit() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:4057]
UnrealEditor_CoreUObject!FObjectInitializer::~FObjectInitializer() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3888]
UnrealEditor_CoreUObject!UClass::CreateDefaultObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4883]
UnrealEditor_CoreUObject!UClass::InternalCreateDefaultObjectWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5492]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5462]
UnrealEditor_CoreUObject!FLinkerLoad::IndexToObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5906]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5163]
UnrealEditor_CoreUObject!FAsyncPackage2::CreateLinkerLoadExports() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6152]
UnrealEditor_CoreUObject!FAsyncPackage2::Event_CreateLinkerLoadExports() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6336]
UnrealEditor_CoreUObject!FEventLoadNode2::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:4960]
UnrealEditor_CoreUObject!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5167]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::ProcessAsyncLoadingFromGameThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:8091]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::TickAsyncLoadingFromGameThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:8440]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::FlushLoading() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9923]
UnrealEditor_CoreUObject!FlushAsyncLoading() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:327]
UnrealEditor_CoreUObject!FlushAsyncLoading() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:296]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1757]
UnrealEditor_CoreUObject!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2121]
UnrealEditor_CoreUObject!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2097]
UnrealEditor_CoreUObject!StaticLoadObjectInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1420]
UnrealEditor_CoreUObject!StaticLoadObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1466]
UnrealEditor_CoreUObject!FObjectPropertyBase::FindImportedObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:592]
UnrealEditor_CoreUObject!FObjectPropertyBase::ParseObjectPropertyValue() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:394]
UnrealEditor_CoreUObject!FObjectPropertyBase::ImportText_Internal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:426]
UnrealEditor_CoreUObject!FObjectProperty::ImportText_Internal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyObject.cpp:330]
UnrealEditor_CoreUObject!FClassProperty::ImportText_Internal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyClass.cpp:114]
UnrealEditor_CoreUObject!FProperty::ImportSingleProperty() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Property.cpp:2088]
UnrealEditor_CoreUObject!UScriptStruct::ImportText() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:3301]
UnrealEditor_CoreUObject!FStructProperty::ImportText_Internal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp:328]
UnrealEditor_CoreUObject!FArrayProperty::ImportTextInnerItem() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyArray.cpp:1054]
UnrealEditor_CoreUObject!FArrayProperty::ImportText_Internal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyArray.cpp:1002]
UnrealEditor_UnrealEd!FBlueprintEditorUtils::PropertyValueFromString_Direct() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:9218]
UnrealEditor_UnrealEd!UUserDefinedStructEditorData::ReinitializeDefaultInstance() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UserDefinedStructEditorData.cpp:252]
UnrealEditor_CoreUObject!UUserDefinedStruct::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\StructUtils\UserDefinedStruct.cpp:133]
UnrealEditor_CoreUObject!UUserDefinedStruct::Serialize() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\CoreUObject\UHT\UserDefinedStruct.gen.cpp:208]
UnrealEditor_CoreUObject!FLinkerLoad::Preload() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4770]
UnrealEditor_CoreUObject!UUserDefinedStruct::RecursivelyPreload() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\StructUtils\UserDefinedStruct.cpp:387]
UnrealEditor_CoreUObject!PreloadInnerStructMembers() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp:30]
UnrealEditor_CoreUObject!FStructProperty::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp:242]
UnrealEditor_CoreUObject!UStruct::SerializeProperties() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2176]
UnrealEditor_CoreUObject!UStruct::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2298]
UnrealEditor_CoreUObject!UClass::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5593]
UnrealEditor_Engine!UBlueprintGeneratedClass::Serialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp:2536]
UnrealEditor_CoreUObject!FLinkerLoad::Preload() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4770]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5615]
UnrealEditor_CoreUObject!FLinkerLoad::CreateImport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5799]
UnrealEditor_CoreUObject!FLinkerLoad::ResolveDependencyPlaceholder() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:1769]
UnrealEditor_CoreUObject!FLinkerLoad::ResolveDeferredDependencies() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:1595]
UnrealEditor_CoreUObject!FLinkerLoad::Preload() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4824]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5615]
UnrealEditor_CoreUObject!FLinkerLoad::IndexToObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5906]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5163]
UnrealEditor_CoreUObject!FLinkerLoad::IndexToObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5906]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5163]
UnrealEditor_CoreUObject!FAsyncPackage2::CreateLinkerLoadExports() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6152]
UnrealEditor_CoreUObject!FAsyncPackage2::Event_CreateLinkerLoadExports() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6336]
UnrealEditor_CoreUObject!FEventLoadNode2::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:4960]
UnrealEditor_CoreUObject!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5167]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::ProcessAsyncLoadingFromGameThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:8091]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::TickAsyncLoadingFromGameThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:8440]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::FlushLoading() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9923]
UnrealEditor_CoreUObject!FlushAsyncLoading() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:327]
UnrealEditor_CoreUObject!FlushAsyncLoading() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:296]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1757]
UnrealEditor_CoreUObject!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2121]
UnrealEditor_CoreUObject!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2097]
UnrealEditor_UnrealEd!UEditorEngine::Map_Load() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:2603]
UnrealEditor_UnrealEd!UEditorEngine::HandleMapCommand() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:6213]
UnrealEditor_UnrealEd!UEditorEngine::Exec_Editor() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:5674]
UnrealEditor_Core!FExec::Exec() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\Exec.cpp:18]
UnrealEditor_Engine!UEngine::Exec() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:5027]
UnrealEditor_UnrealEd!UUnrealEdEngine::Exec() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdSrv.cpp:662]
UnrealEditor_UnrealEd!FEditorFileUtils::LoadMap() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:2952]
UnrealEditor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:4958]
UnrealEditor_UnrealEd!FUnrealEdMisc::OnInit() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdMisc.cpp:375]
UnrealEditor_UnrealEd!EditorInit() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp:137]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:166]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
DeltaDev
(Delta)
December 29, 2024, 9:42am
7
bump, i tried deleting “DefaultEngine.ini” file and the project now opens in an empty level, the problem is that when i open any level that was created before the crashing started, the project crashes. Also, my project doesnt use lumen or ray tracing and uses very low poly meshes and low res textures.
DeltaDev
(Delta)
December 29, 2024, 11:22am
8
another bump, character blueprint also crashes when i open it, when i playtest, or when i open some menu with it referenced (like gamemode for example) with this error:
so i think the crashes are caused by the character blueprint, but how can i fix it?
i really need urgent help please.
DeltaDev
(Delta)
December 30, 2024, 11:10am
9
update // bump, i found a solution which is copying one by one the all the assets from the content folder of the corrupted project to another brand new empty project. Doing this seemed to fix the problem as i only needed to fix some references and thats it. But when i closed the project one sec and opened it again, the same crash problem started again.
DeltaDev
(Delta)
December 30, 2024, 1:30pm
10
fixed it. Found the corrupted asset and remade it.
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