Unreal crashes whenever opening this one project. Any other one works fine. It wasn’t happening until my colleague did some texture work on my zipped project and she started getting this crash error. Once she sent the zip back to me, I started getting the same crashes. She tried reinstalling drivers, closing other apps, etc. Followed like 10 yt tutotials. We’re pretty desperate because we’re on a tight deadline and really can’t afford to lose so much time. Is this even fixable?
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Memory
Steps to Reproduce
Idk, we just created a project with basic programming of a rotating camera, added a bunch of in-house assets and did some simple texturing with basic pbr materials.
Expected Result
Unreal lets us use our project
Observed Result
Unreal starts up, we can see our scene but 1 second later crash prompts up and unables us to continue
@saxmissmas@JayC198 Sorry to hear you’re having this issue. This can be a really annoying issue to work around. I am going to help under the assumption that you are both using the default engine. If you are using custom Cpp code, then this is likely due to a memory leak and I would talk to your engineers about hunting that down.
So, onto the actual help.
As it states, this problem happens when your VRAM runs out of memory to allocate to rendering assets, leading to a crash.
Make sure you are using the minimum required specs to work in Unreal Engine, which means a GPU with at least 8GB of dedicated VRAM.
@saxmissmas, given the problem you are describing, it sounds to me like your texture memory pool is too high or set to unlimited. Unreal has a system in place to prevent textures from eating all of your VRAM, but if texture changes are what caused this issue, seems like the streaming pool isn’t doing it’s job. Try using the command r.Streaming.PoolSize 1000 to force the pool back to a normal amount. If this limit is too low and you are no longer having this crash, you can consider raising the limit.
If this does not solve your issue, you are going to need to make some visual sacrifices to free up space on the VRAM- such as lowering the overall screen resolution or reducing your tri counts/increasing LOD intensity.
If you are in a pinch, you can also try brute-forcing the size of your computer’s VRAM allocation:
I’m getting this error on my RX 7800 XT when I try to load a specific part of the map where I have a city. The rest of the map works normally — the error only happens when I go to that city. The weird thing is that when the error occurs, the game is only using about 4GB of VRAM, even though the GPU has 16GB. The command “r.Streaming.PoolSize 1000” didn’t fix the issue for me.
For context, I used to run the same area with an RTX 3060 (12GB) without any errors or crashes.
I have the issue.
I can open a map coming from an asset pack just fine in any other project, in both version 5.4 and 5.5, with scalability from low to Epic, with RHI → DirectX12
But in my current working project (5.5.4), It crash if I set the scalability above Low.
The poolsize command did not work for me. Neither did the brute force allocation of VRAM from the video.
I read some about ReflectionCaptureResolution being to high, and to lower it, but mine is already really low (128 and not 2048).
Since I can open the exact same map in others projects, in two engine versions there must be something in the settings of this specific project, but I have no idea what.
I would take any tips or helps, thanks you.
EDIT : I found one solution. Changing the RHI from DX12 to DX11. Why is this working and everything else failed ? I have no idea.
could be too much for the engine to load instantly on engine load.
prob tryna load macro/libraries etc and level .
have you tried clearing “load default level” in project settings (to blank level) most do this.
then load engine then load level from there? same result?
also. check your feature level (remember sm6 = vsm nanite , hwRX etc) sm5 has less features. also rhi Vulkan is usually main culprits.
you have depth buffer over flow? custom depth errors with substrate, i know u get these if u you try use lumen/vulkan (doesnt like substrate just yet)