Unreal 5.3 Crashes after changing setup

Hello cummunity,

I started unreal recently and find out i had not enouth cumputing power.
I decided to buy a new computer:
-Ryzen 5 7600 X
-AMD Rx 7600
-2x16 Go DDR5 RAM 5600 MHz

i searched and fixed some problems by my self but now i have new ones thats why i come here for help am a bit exhausted fixing those may you guys had similar issues here are different crash report i could have recently:

Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION

UnrealEditor_Engine!FDistanceFieldAsyncQueue::ProcessAsyncTasks() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\DistanceFieldAtlas.cpp:743]
UnrealEditor_Engine!FAssetCompilingManager::ProcessAsyncTasks() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\AssetCompilingManager.cpp:556]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5867]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]


Assertion failed: (OldPacked & DeletingBit) == 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHIResources.h] [Line: 141] Resource is being deleted.

UnrealEditor_Landscape!TUniformBuffer::ReleaseRHI() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\UniformBuffer.h:82]
UnrealEditor_RenderCore!FRenderResource::ReleaseResource() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp:213]
UnrealEditor_Landscape!FLandscapeComponentSceneProxy::~FLandscapeComponentSceneProxy() [D:\build++UE5\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeRender.cpp:1634]
UnrealEditor_Landscape!FLandscapeComponentSceneProxy::vector deleting destructor'() UnrealEditor_Renderer!FScene::UpdateAllPrimitiveSceneInfos() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:6484] UnrealEditor_Renderer!FSceneRenderer::UpdateScene() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:2861] UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2489] UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4574] 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]

Hey @Anthony-Devaux! Welcome to the forums.

I found another thread, they may help you solve some things. Also make sure you’re using a FRESH installation of Unreal Engine after the change over! :slight_smile:

have u tried not using 5.3 maybe 5.2 instead? i am new to this and i tested the UE4 and it runs confortable without crashing, right now ima try the preview 5.2 version

First ty guys for the help unfortunatly i didn’t helped yet

Here the thing i tried:

  • i make sure my gpu had the lastest drivers (it had the lastest drivers allready)
  • i checked direct X version i had the last one aswell
  • i tried to get a fresh unreal 5.3.2 install (delete reinstall)
  • i tried to get a full → epic games launcher / unreal fresh installation
  • updated BIOS
  • Stopped Ram Overclocking

Still having issues last crash report :

Assertion failed: !SyncPoint->ResolvedFence.IsSet() [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp] [Line: 869]

UnrealEditor_D3D12RHI!FD3D12DynamicRHI::ProcessSubmissionQueue'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:606]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::ForEachQueue() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHI.cpp:286]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::ProcessSubmissionQueue() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:610]
UnrealEditor_D3D12RHI!FD3D12Thread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:97]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]


Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000000

UnrealEditor_Renderer!FParallelCommandListBindings::SetOnCommandList() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.h:539]
UnrealEditor_Renderer!FRDGParallelCommandListSet::SetStateOnCommandList() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:592]
UnrealEditor_Renderer!FParallelCommandListSet::NewParallelCommandList() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:802]
UnrealEditor_Renderer!FParallelMeshDrawCommandPass::DispatchDraw() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\MeshDrawCommands.cpp:1537]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::RenderPrePass'::`2'::<lambda_1>::operator()'::`18'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DepthRendering.cpp:538] UnrealEditor_Renderer!TRDGLambdaPass<FDepthPassParameters,FDeferredShadingSceneRenderer::RenderPrePass’::2'::<lambda_1>::operator()'::18’::<lambda_1> >::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphPass.h:616]
UnrealEditor_RenderCore!FRDGBuilder::ExecutePass() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2917]
UnrealEditor_RenderCore!FRDGBuilder::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1923]
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]

So after a pretty good amount of research and test i concluded as other nerds concluded that :

Yes it is 100% coming from the Graphic Card here it is a AMD Rx 7600
Also it can be the driver not updated but in my case and as many other people it is the driver itself that is causing the trouble.
Ill explain the last driver is just bugged and not fixed by AMD and they think its fine like that and focus on new products.
I think some people tried to fix it but for me i’ll resend the card to who i bought from.

CONCLUSION BUG CAUSED BY GRAPHIC CARD DRIVER

The issue is the AMD drivers. I was having the same issue, i reinstaled mine, but now using the AMD Software: PRO Edition not the adrenaline and it worked without flaws.

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