Warning when UE 5.3 loads

Warning: Console variable ‘FX.AllowGPUSorting’ used in the render thread. Rendering artifacts could happen. Use ECVF_RenderThreadSafe or don’t use in render thread.

I cannot set FX.AllowGPUSorting because it’s read only and I don’t know what to do.
Can anyone help?

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Dealing with the same exact warning, I rebuilt a fresh lyra project and still encountering this. From ChatGPT this what I received:

The warning message you’re seeing in Unreal Engine is informing you that a console variable called ‘FX.AllowGPUSorting’ is being used in the render thread, which can potentially lead to rendering artifacts or issues. To fix this warning, you can follow these steps:

  1. Understand the Warning: It’s important to understand what the warning is trying to convey. In Unreal Engine, the render thread is responsible for rendering graphics, and certain console variables may not be safe to use in this thread because they can potentially cause synchronization or performance issues.

  2. Find Where ‘FX.AllowGPUSorting’ is Used: Identify where in your code or Blueprints ‘FX.AllowGPUSorting’ is being accessed. This could be in your game code, material settings, or elsewhere.

  3. Check if Render Thread Access is Necessary: Determine whether it’s absolutely necessary to access ‘FX.AllowGPUSorting’ in the render thread. If it’s possible to move this operation to a different thread or to perform it on the game thread instead, that might be a better solution.

  4. Use ECVF_RenderThreadSafe: If you must access ‘FX.AllowGPUSorting’ in the render thread and it’s safe to do so, you can use the ECVF_RenderThreadSafe flag to indicate that this console variable is being accessed in a thread-safe manner. Here’s an example of how you can set a console variable with this flag in C++:

CVarSet(0, TEXT("FX.AllowGPUSorting"), 1, ECVF_RenderThreadSafe);

In Blueprints, you can set this flag when you access the console variable.

  1. Documentation and Community Resources: Check the Unreal Engine documentation and community forums for specific guidance on handling the ‘FX.AllowGPUSorting’ variable in the render thread. You may find recommendations or best practices from experienced developers.

  2. Test and Verify: After making any changes, thoroughly test your project to ensure that the warning no longer appears and that your game’s functionality and performance are not negatively affected.

Keep in mind that accessing certain console variables in the render thread should be done with caution, as it can impact the stability and performance of your game. Always follow best practices and guidelines provided by Unreal Engine and the community when working with low-level engine settings like this.

It would be helpful to know if anyone has encountered this warning and successfully overcame it either through C++, blueprint, or other means. Please share your process.

Same, what is this ?

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We also have the same problem, wouldn’t it be the old cascade particle system?
I don’t see the command in the documentation, but I found it in an old doc 4.26 :no_mouth:

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Getting this warning alongside FATALERROR crashes which I think are related to the GPU. Wondering if they are linked

In my case i think it is a Niagara Pareticle System problem.
I get this message only when a specific Niagara Particle System is Open.
It does not happen when i open others Niagara Particle Systems.

This specific particle system has one emiter only.

If someone know what the problem is, please let me know!!
And if will find the solution i will write it here!!

Thank you so much!!

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This video goes over how to solve this. Basically it’s caused by legacy Niagara particle systems.

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Thank you so much!! :heart:

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