Unreal 5.3.1 bug - Out of video memory (Reproduce)

Out of video memory trying to allocate a rendering resource. Make sure your video card has the minimum required memory, try lowering the resolution and/or closing other applications that are running. Exiting…

It seems to occur when Structs are nested in multiple levels.

I am having the same issue :frowning: Till 5.1 things were very smooth!

I hope they fix this in .4

What is the minimum required VRAM for 5.3 and does UE5.3 shipped game require more VRAM to run compared to previous UE5 versions?
5.2 has memory leak issue too but can be fixed by adding r.gpucrash.collectionenable=0 to DefaultEngine.ini file in the project config folder

I’m having the same issue, but with 5.3.2. Brand new Windows 11 PC with i9-13900K, 64GB Ram and RTX 3090. Screen resolution is set to (native) 2560x1440, but changing resolutions has no effect.

Doesn’t happen with all projects, but I’m brand new to Unreal so I don’t know enough to know what could be causing it.

I also randomly get the very helpful “ShaderCompileWorker failed” error with the message “Crash inside the platform compiler:” and no other context. It happens randomly, but most often when saving.

I have tried (based on others success stories) manually increasing the page-file size, wiping and reinstalling (via DDU) all display drivers, installing Studio and then Game Ready drivers, installing Visual Studio w/ “Game development with C++”, and ultimately reformatting.

Not sure what else I can do here.

I am also having this issue at the moment, i am using 5.3

Seeing the same issue on 5.3.2

The same thing happened with a DataTable with a complex structure. This does not happen when running with the -onethread command line argument. I suspect the issue is related to the rendering thread.

1 Like

having this issue in 5.3 using an HRDI Backdrop. has crashed my 4090 card several times.

1 Like

same bug, it happen only on one of project’s level in editor, it crash ~1 minutes after the level start loading. Unloading everything in World partition or masking everything doesn’t change it. If I launch runtime during this minute, it will not crash until simulation is stopped. Texture streaming pool go up until the crash.

1 Like

I am having the same issue on 5.3.2. I have a 4090, this should not be happening. It is happening on maps that are environments that I bought off the marketplace. In task manager dedicated and shared memory is not maxing out. my Dedicated is 50% and shared never goes above 0.4.

1 Like

Maaaaaany times here. With a RTX 3090.

1 Like

5.3.2 here as well. Scene is near empty. Seems the more editor tabs I have open, the more likely the crash (at 8+ tabs the crash becomes consistently reproducible.)

1 Like

We had a problem.
On the MRQ renderer the engine used 2gb of “Shared GPU Memory” at most, although 62gb was still free.

We changed RTX Studio Driver to RTX GameReady Driver and the engine started using all “Shared GPU Memory”.
Hope this helps you…

2 Likes