Unreal Engine 5 Crashes at Launch

Unreal Engine 5 Crashes at Launch
Here is my crash Log:

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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000019c

D3D12Core
renderdoc
UnrealEditor_D3D12RHI!FD3D12StateCache::SetComputePipelineState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:1230]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHISetComputePipelineState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:846]
UnrealEditor_RHI!FRHICommand<FRHICommandSetComputePipelineState,FRHICommandSetComputePipelineStateString>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:855]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:438]
UnrealEditor_RHI!FRHICommandList_RecursiveHazardous::~FRHICommandList_RecursiveHazardous() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:843]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHIClearUAVUint() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12UAV.cpp:349]
UnrealEditor_Engine!FRHICommand<FRHICommandClearUAVUint,FRHICommandClearUAVUintString1589>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:855]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:438]
UnrealEditor_RHI!<lambda_d9c5c35f8ce97cb91cdbe1d4918d55a5>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:744]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
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:649]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:332]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

I’ve reseted to default the 3D Nivdia Control Pannel settings (as seen as one of the solution for my issue) but it still Crashes :confused:
Any idea someone ?

Anyone ? I’m desperate :confused:

Had this problem in 5.2 preview. Go to your project folder’s Config\DefaultEngine.ini and remove the first 5 lines under [/Script/WindowsTargetPlatform.WindowsTargetSettings] relating to DefaultGraphicsRHI and TargetedShaderFormats.

EDIT: While the above works it disables too much stuff, try using DX11 instead of DX12: DefaultGraphicsRHI=DefaultGraphicsRHI_DX11

To anyone meeting that exact same issue wherea “Renderdoc” appear in callstack here is how to solve it.

  1. Install “Everything” software [the search applications]
  2. Launch “Everything” and do a research to “Renderdoc.dll” on your pc. [All disks]
  3. Rename all entries from “Renderdoc.dll” to “xxxxxxxRenderdoc.dll”
  4. For me, someone or something installed it to “C:\Windows” … and it’s not me ! neither my current company ! Neither Renderdoc installer standlone !

This will solve the specific crash.

Crash explanation : After checking the “Renderdoc” documentation it seems that “Renderdoc” do have the hability [dangerous] to auto inject and execute himself via a Globalhook

Renderdoc Technical Explanation

Via “Allow global process hooking” or even more dangerous … Enable process injection (restart required)

I didn’t pushed more that topic, on how to disable those hooks … but at least if someone wnat to dig i provide a direction.

1 Like

This worked for me :+1: I deleted the RenderDocs folder from my engine source build which was on some random commit in main.

Hi there @DaChelnov, hope you’re well!

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Thanks and happy developing!