Vulkan Crashes When Trying To Play Game In Editor

I am using 5.0.3 and I can package my game, but if I try to run it in the editor I instantly get a crash and it returns this:

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Assertion failed: WriteDescriptors[DescriptorIndex].descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER || WriteDescriptors[DescriptorIndex].descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC [File:D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanDescriptorSets.h] [Line: 1143] DescriptorType mismatch at index 1: called WriteBuffer<7> and was expecting 4.

UnrealEditor_VulkanRHI!FVulkanCommonPipelineDescriptorState::SetStorageBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanPipelineState.h:65]
UnrealEditor_Renderer!FRHICommand<FRHICommandSetShaderResourceViewParameter,FRHICommandSetShaderResourceViewParameterString>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:768]
UnrealEditor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:498]
UnrealEditor_RHI!FRHICommandListExecutor::ExecuteInner() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:804]
UnrealEditor_RHI!FRHICommandListExecutor::ExecuteList() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:828]
UnrealEditor_RHI!FRHICommand<FRHICommandWaitForAndSubmitRTSubList,FRHICommandWaitForAndSubmitRTSubListString1627>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:768]
UnrealEditor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:498]
UnrealEditor_RHI!FExecuteRHIThreadTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:560]
UnrealEditor_RHI!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:325]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]

Any help would be greatly appreciated.

I am also getting this error in Unreal Engine 5.1.

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Reviving this because I am also getting a crash on 5.1 - with the one exception that the DescriptorType mismatch is DescriptorType mismatch at index 8: called WriteBuffer<VK_DESCRIPTOR_TYPE_STORAGE_BUFFER> and was expecting VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER.

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This was still occurring on 5.1.1, though I’ve since split my level that was causing the crash into multiple sublevels, and since then I’ve stopped getting this crash

I am having issues with this now too. For me it seems to be something to do with the post processing. Seems to crash when it starts to load it

Update, I started getting this crash again

Another developer on my team managed to figure out the cause of the crash being related to the DX12 still having SM6 enabled as a targeted shader format, and hence content in engine was built using SM6 format which Vulkan doesn’t support, so having disabled SM6 and rebuilt the content with SM5, then switching to Vulkan after rebuilding resolves the issue. Though it then became apparent that Vulkan + SM5 doesn’t yet support Nanite and the likes, so Vulkan really needs to catch up on that front…

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