Unreal engine 5.3.2 crashing all of a sudden.

Project has been going smoothly up until this point and all of a sudden it’s been crashing. Even when I’m on a new project it still crashes. I Installed the debugging to get a better understanding but honestly I’m not too well versed in the debugging side of the software. Any help is appreciated.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_Core!FGraphEvent::CreateGraphEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2434]

UnrealEditor_Renderer!TGraphTask::CreateTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1212]

UnrealEditor_Renderer!FParallelMeshDrawCommandPass::DispatchDraw() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\MeshDrawCommands.cpp:1539]

UnrealEditor_Renderer!RenderViewTranslucencyInner() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1137]

UnrealEditor_Renderer!RenderTranslucencyViewInner'::14’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\TranslucentRendering.cpp:1278]

UnrealEditor_Renderer!TRDGLambdaPass<FTranslucentBasePassParameters,RenderTranslucencyViewInner'::14’::<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]

Hi @9Leash ! I get a very similar crash to you (although you got thru FRDGBuilder).

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_RenderCore!FRDGBuilder::ExecutePass() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2914]
UnrealEditor_RenderCore!`FRDGBuilder::DispatchParallelExecute'::`13'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2729]
UnrealEditor_RenderCore!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:436]
UnrealEditor_RenderCore!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

This is the Render Dependency Graph which is used for low-level rendering features.
I have tried updating graphics card driver & windows to latest, but it did not help.
Having done that, you can definitely send the crash report to Epic since this looks like a UE issue.
You can try to wait for graphics card driver updates, or possibly migrate your project to UE5.4
Good luck!
:four_leaf_clover: