So I’ve been having an issue on a new machine which I’ve been unable to solve. Unreal (5.1, 5.3 or 5.4) seems to crash at random points after opening the project. Sometimes it will happen while the project is loading and other times I can run the project, swap maps, edit or play for a while before it happens. This happens with both projects pulled from our source control and fresh projects created on this machine using the first & third person templates.
Solutions I have tried include:
- All graphics drivers have been updated (tried both game ready & studio drivers)
- Windows updates have been applied
- Unreal has been uninstalled and reinstalled
- Deleting binaries, intermediates, saved, derived data cache etc
- Swapped to DX11 from DX12
- Resetting Nvidia settings
- Reinstalled Windows
- Swapped out 4090 for 4070 Ti
- Swapped power supply
- Replaced motherboard
The crash error I get in a fresh project is as follows:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758] Array index out of bounds: 0 into an array of size 0
UnrealEditor_RenderCore!FRDGBuilder::SetupPassDependencies() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2095]
UnrealEditor_RenderCore!FRDGBuilder::Compile() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1222]
UnrealEditor_RenderCore!FRDGBuilder::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1733]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4839]
UnrealEditor_Renderer!`UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<`FSceneCullingBuilder::UploadToGPU'::`51'::<lambda_1> >'::`12'::<l() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5121]
UnrealEditor_RenderCore!`FRenderCommandPipeRegistry::StopRecording'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1751]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:413]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:539]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
The machine specs are:
Mobo - Asus Rog Strix B760-F Gaming Wifi
CPU - 12th Gen i9-12900k
RAM - 2x 32 GB 5200 Mhz
GPU - Gforce 4090 or Gforce 4070 Ti (this one is currently in the PC)
If anyone ha any ideas I would be very grateful as im at my wits end trying to figure this out, i am also happy to drop the full crash log in here if that would be helpful. Thanks.