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Windows 10 crashes in UE4 editor-mode

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    #16
    Hello Konflict, I haven't a SDD in my PC only in my notebook... and on my notebook UE4 runs without problems.

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      #17
      Hello together, here my newest update. It seems that I have a trace what happens with UE4. The problem are the multicore CPUs ! The UE Editor has an option "-ONETHREAD" that you can give him within the start. After that UE4 crashes a little bit later :-) As I told this a good friend of me he said me that I can a program give the Cores it is allowed to use with the task manager (I don't know that). After I gave the UE4 Editor only 1 CPU ------ UE4 was very slow but stable. After 2 CPUs --- UEs was a little bit faster but stable. With 3 CPUs --- UE4 crashes within a few minutes. I have a four core system, that means 4 cores + 4 threats. For all that I had the option "-ONETHREAD" on I could see with a CPU-usage program that UE4 use all cores and threats. But with the settings in the task manager only the correct CPUs were used. I hope that help the people who have the same problems. If I find out why UE4 has this problems I will be back :-)

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        #18
        So here is the result: Suddenly UE4 doesn't like the hyperthreading ! As I switched of the hyperthreading, UE4 runs on my PC. Has anyone an idea why UE4 crashes with 4 HTs (hyperthreads) suddenly? Until septembre UE4 runs with HT and as from octobre UE4 (and the hole win 10 too) crashes with HT. I don't know why this behaviour.... ON my laptop UE4 runs with 6 cores and 6 HTs.....

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          #19
          What a wonder. After a view days I have switched on the HT ... and the editor runs !! I don't know why but it runs. Perhaps anyone has the same behaviour of UE4 ?

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            #20
            I have the same problems. When i am in the Blueprint or Material Editor i have sometimes crashes. At first i thought it was a problem with my graphics card AMD RX 590 and some infamous Wattsman problems. (Ryzen 5 2600X 6 Cores, 32 GB , Win 10 Pro). Then i suspected some other culprits: Windows Defender or Antivirus, Autosave im Editor but i have no clue.

            The crash happens not every time but is Unreal Editor specific.

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              #21
              I've had crashes lately too, but usually it's when the editor is opening a level / project that's saved. Starting a new project doesn't result in it. The crash occurs in the 90th percentage range. It has also occurred while UE is open, but not much, and is after I have frequently made changes and applied those changes in the material editor. I was leaving the internet browser (Firefox 70) open during start / running of UE 4.23, and thought it might be hindering the processing and memory for UE. I'm not sure though, since I've only used UE a few times when the browser isn't open simultaneously. The crash that occurred while making changes in the material editor, and applying them after 1 up to several changes, was when the browser wasn't open, I think. Anyway, I think this problem may be one of RAM allocation and virtual memory / paging file. I'm using a 6 GB RAM Intel 5500u with 4 cores at 2.4 GHz (max 3.0 GHz), and only do smaller tasks in UE 4.23. I haven't made any huge landscapes, or filled a level with tons of lights and particle effects / materials, etc. I'm mainly learning the basics. The main problem aside from crashing is the rendering / updating graphics takes a bit of time, about a few seconds or more than what I've seen in tutorial videos. It's interesting that CryEngine requires a minimum of 4 GB RAM, while UE suggests a minimum of 8 GB RAM. While Intel states that its 5500 series graphics card, along with 2.4-3 GHz processing, is enough for some high-end rendering and supports HDR. I would utilize a better computer, but I can't currently. In essence, the problem is probably coming from abrupt changes in RAM allocation and paging file / virtual memory use. Background processes and services sometimes utilize way more resources than the stats shown in the Task window. In fact, they're probably sharing memory and processing / threading, so those numbers aren't a fully accurate display of what's in use and what's available for memory / processor power.

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