Unreal engine crash reporter что делать
[Solved] Unreal Engine 4 Crashing | 2021 Tips
Last Updated: 1 month ago
Unreal Engine 4 keeps crashing on your PC? You’re definitely not alone. Thousands of players have recently reported the very same issue. But the good news is that you can fix it. Here is a list of solutions that have proved useful to many players.
Try these fixes
You may not have to try them all; just work your way down the list until you find the one that works.
Fix 1: Update your Unreal Engine 4
Developers of Unreal Engine keep releasing new versions, so check if you have the latest version and install one if not. It’s the simplest fix to solve your crashing problem.
1) Open the Launcher, click Unreal Engine tab, then go to your library Tab.
2) At the top you should see Engine Versions, and click the small down arrow to make sure you have the most recent one installed.
3) If there is a new version available, select the latest version and click Install.
Once it is installed, you can see if everything works fine for you. Hopefully, it does. But if not, there are still a few fixes to try.
Fix 2: Update your GPU driver
The crashing error may occur if the graphics card is outdated or corrupted. According to many users, updating drivers can always solve their problems. It can fix bugs and improve gaming performance and experience.
There are two ways you can update your video card drivers:
Manually – To update your graphics driver to the latest version, you’ll need to visit the manufacturer’s website, download the exact driver, and then install it manually.
Automatically – If you don’t have the time, patience or computer skills to update your drivers manually, you can, instead, do it automatically with Driver Easy. Driver Easy will automatically recognize your system and find the correct drivers for your graphics card, and your Windows version, and it will download and install them correctly:
1) Download and install Driver Easy.
2) Run Driver Easy and click the Scan Now button. Driver Easy will then scan your computer and detect any problem drivers.
3) Click the Update button next to the flagged graphics driver to automatically download the correct version of that driver, then you can manually install it (you can do this with the FREE version).
Or click Update All to automatically download and install the correct version of all the drivers that are missing or out of date on your system. (This requires the Pro version which comes with full support and a 30-day money back guarantee. You’ll be prompted to upgrade when you click Update All.)
4) Once the driver is updated, reboot your PC for the changes to take effect.
Fix 3: Verify the installation
Verifying the installation files can sometimes fix crashing issues. If you have Epic Launcher on your PC, you can use the built-in tool to check for corruption within the installed files.
1) Open the Epic Launcher.
2) Click the Library Tab, then click the small down arrow to expand the drop-down list. Click Verify.
3) Wait for the scans to complete. After the verification, the launch option appears. Click Launch.
See if this fixes your problem. If not, don’t worry, try the fix below to solve your problem.
Fix 4: Stop overclocking
In order to improve the gaming experience, you might have adjusted your GPU/CPU settings to the highest mode. However, this will lead to excessive energy consumption which may cause the crash.
So if you’re overclocking, you can try to set your CPU clock speed and GPU specifications back to the default. Many users find it helpful after doing so.
Also, turning down all the graphics settings to the lowest possible can help your Unreal Engine run smoothly.
If this fixes your crashing issues, congrats! But if not, you can try the next fix.
Fix 5: Change your default graphics card
Is there an Unreal Engine is exiting due to D3D device being lost warning on your screen? In this case, the problem may be caused by your integrated graphics card for its limited performance.
If you have a dedicated graphics card installed on your PC, you can set your dedicated graphics card as the default graphics card to fix this error.
1) On your screen, right-click, and select NVIDIA Control Panel.
2) Click Manage 3D settings.
3) Under the Global Settings tab, select High-performance NVIDIA processor in the drop-down list. Finally, click Apply.
4) Restart your PC, then see if the problem is solved. If not, you can try the next fix.
Fix 6: Repair your system files
Unreal Engine crashing can be caused by missing or corrupt system files. To fix it, you might want to try one of the following:
Option 1 – Automatically (Recommended)
Reimage (commonly known as Reimage Repair) is a computer repair software that can diagnose problems on your computer and fix them immediately.
Reimage Windows Repair is tailored to your specific system and is working in a private and automatic way. It will firstly check hardware-related issues to identify problems, and then security issues (powered by Avira Antivirus), and finally it detects programs that crash, missing system files. Once complete, it will find a solution to your specific problem.
1) Download and install Reimage.
2) Open Reimage and run a free scan. This might take 3
5 minutes to fully analyze your PC. Once complete, you will be able to review the detailed scan report.
3) You’ll see the summary of detected issues on your PC. Click START REPAIR and all the issues will be fixed automatically. (You’ll need to purchase the full version. It comes with a 60-day Money-Back Guarantee so you can refund anytime if Reimage doesn’t fix your problem).
Note: Reimage comes with 24/7 Technical Support. If you need any assistance while using Reimage, click the question mark on the upper-right corner of the software, or use one of the following:
Chat: https://tinyurl.com/y7udnog2
Phone: 1-408-877-0051
Email: support@reimageplus.com / forwardtosupport@reimageplus.com
Option 2 – Manually
To check and restore your system file might take time and computer skills. You will need to run numerous commands, wait for the process to complete, or risk your personal data.
Step 1. Scan corrupt files with System File Checker
System File Checker (SFC) is a Windows built-in tool to identify and repair corrupted system files.
1) On your keyboard, press the Windows logo key and R at the same time to open the Run box. Type cmd and press Ctrl+Shift+Enter to run Command Prompt as administrator.
Click Yes when prompted for permission to make changes to your device.
2) In the Command Prompt, type the following command and hit Enter.
3) System File Check will begin to scan all system files and repair any corrupted or missing ones it detected. This may take 3-5 minutes.
4) You may receive something like the following messages after the verification.
No matter what message you receive, you can try running dism.exe (Deployment Image Servicing and Management) to further scan the health of your PC.
Step 2. Run dism.exe
1) Run Command Prompt as admin and enter the following commands.
2) After the restore health process finishes, you may get some error messages.
If the System File Check finds any files corrupted, follow the on-screen instructions to repair them, and then restart your computer for the changes to take full effect.
Fix 7: Change your registry settings
Your Unreal Engine 4 may crash because of your TDR recovery level settings. Try to change the settings and see if it works.
1) On your keyboard, press the Windows logo key and R at the same time to invoke the Run box.
2) Type regedit and press Enter to open Registry Editor.
3) Click File, then click Export.
4) Select the location where you want to save the backup copy, then type a name in the File name box. Click Save.
5) Go back to the Rigistry Editor, then go to HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers
4) On the empty space, right-click, then hover over New and click QWORD (64-bit) Value.
5) Name the new value TdrLevel.
6) Double click TdrLevel. Make sure its value data is set to 0, then click OK.
7) Close Registry Editor and restart your computer. Then check if the problem still exists. If not, you can try the fix below.
Fix 8: Disable your antivirus temporarily
The Unreal Engine 4 crashing problem is sometimes caused by interference from your antivirus software. To see if that’s the problem for you, temporarily disable your antivirus program and check if the problem persists. (Consult your antivirus documentation for instructions on disabling it.)
If your game works properly after you disable the antivirus software, contact the vendor of your antivirus software and ask them for advice, or install a different antivirus solution.
If the crashing issue happens again, you can try to reinstall your Unreal Engine to fix your crashing issue.
Fix 9: Perform a reinstalling
Many people find a clean reinstalling can fix the problem. Just make sure you clear everything (including registry entries) assigned to Epic Launcher and Unreal Engine 4.
After completing installing, see if your issue still persists.
Did the fixes above solve your problem? Feel free to drop us a comment and share your experience with other users!
Unreal engine crash reporter что делать
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x62704000
Medium_Win64_Shipping!SetRayTracingShaderResources () [e:\ue4src\425nvex\engine\source\runtime\d3d12rhi\private\d3d12raytracing.cpp:3662]
Medium_Win64_Shipping!SetRayTracingHitGroup() [e:\ue4src\425nvex\engine\source\runtime\d3d12rhi\private\d3d12raytracing.cpp:3973]
Medium_Win64_Shipping! ::operator()() [e:\ue4src\425nvex\engine\source\runtime\d3d12rhi\private\d3d12raytracing.cpp:4019]
Medium_Win64_Shipping!TGraphTask ::ExecuteTask() [e:\ue4src\425nvex\engine\source\runtime\core\public\async\taskgraphinterfaces.h:850]
Medium_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit() [e:\ue4src\425nvex\engine\source\runtime\core\private\async\taskgraph.cpp:862]
Medium_Win64_Shipping!FTaskThreadBase::Run() [e:\ue4src\425nvex\engine\source\runtime\core\private\async\taskgraph.cpp:529]
Medium_Win64_Shipping!FRunnableThreadWin::Run() [e:\ue4src\425nvex\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:86]
I’m sorry to hear you’ve experienced this issue while playing The Medium. Sometimes, an installation corruption can occur, which causes the game to not work correctly.
In order to verify your game files, please follow these steps:
— Navigate to The Medium in your Epic Games Store Library and click on the three dots.
— Once open, click Verify in the drop-down navigation.
— Depending on the size of the game it may take a few minutes to verify all your files.
— Once it completes click Launch to start your game.
If the above doesn’t help, try updating your graphic’s drivers. In case it still doesn’t work, please get in touch with the customer support team by submitting your bug report here: https://themediumgame.zendesk.com/hc/en-us/requests/new
I’m sorry to hear you’ve experienced this issue while playing The Medium. Sometimes, an installation corruption can occur, which causes the game to not work correctly.
In order to verify your game files, please follow these steps:
— Navigate to The Medium in your Epic Games Store Library and click on the three dots.
— Once open, click Verify in the drop-down navigation.
— Depending on the size of the game it may take a few minutes to verify all your files.
— Once it completes click Launch to start your game.
Unreal engine crash reporter что делать
I’ve searched through various posts and tried the following resolutions to my issue.
— Reinstalled my OS,
— Removed my drivers and clean installed,
— Tried a DDU (Incase I missed video drivers conflicting),
— Verifiying game files,
— Switching between the normal version and experimental,
— Uninstalling the game itself and clean installing,
The UE4 crash reporter gives me the following diagnostics;
____________________________________________________
Version: 165698, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Listen Server, IsUsingMods: No
Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Commands.cpp] [Line: 1431] Null SRV (resource 0 bind 0) on UB Layout None
FactoryGame_D3D11RHI_Win64_Shipping!FD3D11DynamicRHI::SetResourcesFromTables () [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1553]
FactoryGame_D3D11RHI_Win64_Shipping!FD3D11DynamicRHI::CommitGraphicsResourceTables() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1630]
FactoryGame_D3D11RHI_Win64_Shipping!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1739]
FactoryGame_RHI_Win64_Shipping!FRHICommandDrawIndexedPrimitive::Execute() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\public\rhicommandlistcommandexecutes.inl:203]
FactoryGame_RHI_Win64_Shipping!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\private\rhicommandlist.cpp:368]
FactoryGame_RHI_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\private\rhicommandlist.cpp:659]
FactoryGame_RHI_Win64_Shipping!FRHICommandListBase::
FRHICommandListBase() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\private\rhicommandlist.cpp:923]
FactoryGame_RHI_Win64_Shipping!FRHICommand ::ExecuteAndDestruct() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\public\rhicommandlist.h:763]
FactoryGame_RHI_Win64_Shipping!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\private\rhicommandlist.cpp:368]
FactoryGame_RHI_Win64_Shipping!TGraphTask ::ExecuteTask() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
FactoryGame_Core_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\async\taskgraph.cpp:600]
FactoryGame_RenderCore_Win64_Shipping!FRHIThread::Run() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rendercore\private\renderingthread.cpp:320]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:86]
_______________________________________________________
What is your hardware? Do you OC?
Did you do a reformat before or after switching between the branches? Did you retain any files other than the saves themselves when doing a reformat/reinstall of Windows?
Did you try starting fresh (new session) or did you use the same save file as before?
No idea what SRV is but next line says something about shaders, and to my experience they don’t get deleted when the game is updated or if one switch between the branches.
Shutdown Steam, delete the config folder, and the Satisfactory folder manually.
Start steam, install the game, and verity just to be sure.
Upon starting the game, cap the framerate to 60 and turn vsync on.
Turn graphics down a notch and increment them if the game survives more than 30 min.
I mainly play experimental but I did try both branches before and after the reformat.
Also because of the previous game files being corrupted there was no files backed up, they all were new games.
I did try the recommended settings you suggested and it did improve the time I could play but still a crash around the 40 minute mark. My new UE crash code is;
Version: 165698, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Listen Server, IsUsingMods: No
Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Commands.cpp] [Line: 1431] Null SRV (resource 0 bind 0) on UB Layout None
FactoryGame_D3D11RHI_Win64_Shipping!FD3D11DynamicRHI::SetResourcesFromTables () [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1553]
FactoryGame_D3D11RHI_Win64_Shipping!FD3D11DynamicRHI::CommitGraphicsResourceTables() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1630]
FactoryGame_D3D11RHI_Win64_Shipping!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1739]
FactoryGame_RHI_Win64_Shipping!FRHICommandDrawIndexedPrimitive::Execute() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\public\rhicommandlistcommandexecutes.inl:203]
FactoryGame_RHI_Win64_Shipping!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\private\rhicommandlist.cpp:368]
FactoryGame_RHI_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\private\rhicommandlist.cpp:659]
FactoryGame_RHI_Win64_Shipping!FRHICommandListBase::
FRHICommandListBase() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\private\rhicommandlist.cpp:923]
FactoryGame_RHI_Win64_Shipping!FRHICommand ::ExecuteAndDestruct() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\public\rhicommandlist.h:763]
FactoryGame_RHI_Win64_Shipping!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rhi\private\rhicommandlist.cpp:368]
FactoryGame_RHI_Win64_Shipping!TGraphTask ::ExecuteTask() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
FactoryGame_Core_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\async\taskgraph.cpp:600]
FactoryGame_RenderCore_Win64_Shipping!FRHIThread::Run() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\rendercore\private\renderingthread.cpp:320]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:86]
I still believe it might be a patch thing?
I’ll just drop it for a few months and come back to it and hopefully it’ll be resolved.
Crash Reporter
Application for collecting information from crashes in Unreal Engine.
The Crash Reporter suite of programs is designed to capture and analyze application crashes both internal to the company, and externally from end users.
Requirements
Visual Studio 2012 with MVC3 installed
A SQL database to serve the web site
Generic Overview
The application generates Windows Error Reporting style reports after a crash, queues them up for uploading, and then launches CrashReportUploader.
The CrashReportUploader then hijacks and uploads these reports to a desired server, but leaves them on the system so they are forwarded to Windows Error Reporting. It also optionally launches CrashReportInput so the user can input a description.
The CrashReportReceiver resides in the DMZ, and accepts these reports and writes them to a secure location.
The CrashReportProcessor monitors the secure location for new reports, processes crash reports as they come in.
The CrashReportWebsite then displays the processed reports for QA to analyse and take action.
Detailed API documentation is stored in Perforce: /Engine/Source/Programs/CrashReporter/CrashReportHelp/bin/Development/CrashReportHelp.chm
Generating a Crash Report
NewReportCrash() creates the report and launches CrashReportUploader
The report contains Windows Error Reporting meta data, a minidump of the crash, the current log, and optionally a video file of the most recent usage. Any arbitrary file can be added in AddMiscFiles() if desired, and no changes will be required except in the processor on the
This new style of Windows Error Reporting was added in Windows Vista, so care will be needed if XP support is desired.
Uploading a Crash Report
/Engine/Binaries/DotNET/CrashReportUploader.exe.config contains the configuration properties.
To account for locally compiled binaries, the uploader checks to see if it has a pdb, and is running on the local domain. If both these conditions are met, MinidumpDiagnostics.exe will be run to generate a report (which includes a callstack). This is then uploaded as part of the report.
The uploader program then optionally launches CrashReportInput.exe to allow the user to input a description of what they were doing when the crash happened.
Receiving a Crash Report
/Engine/Binaries/DotNET/CrashReportReceiver.exe.config contains the configuration properties.
This is a web service that lives on a server in the DMZ, and is accessible from everywhere via ‘CrashReportUploadURL’. As with all externally accessible servers, it is locked down hard with minimal access. It does basic rejection checks, then receives files to a temporary folder in a secure location. Once all files are received, the folder is renamed to be detectable by the processor. The secure location is currently an NFS drive which is also accessible on the intranet.
The report folder has an embedded Guid (e.g. ‘AppCrash_UE4-FortniteGame_a50cecbc1f087cac2543eb9f04823bbb548b119_cab_17bf8494’) and this is used to prevent uploading of duplicate reports.
The Windows Error Reporting meta data is parsed for more detailed culling. Currently, it rejects crashes from debug builds, and from MinidumpDiagnostics (as it cannot sync itself).
Processing a Crash Report
The Crash Report Processor is a service that monitors secure location (‘ReportLandingZone’) for new reports. As NFS does not support directory watching, this is done in a slow fashion. The service looks for the files it is interested in, calls MinidumpDiagnostics on the minidump if necessary, and then calls a web service to add the crash to the database. The returned id is used for naming the data files so the web site can access them easily. The remaining files are deleted, and just the folder name remains. The binary images are required for x64 call stack walking due to the nature of the architecture, and so syncing to the Microsoft Symbol Server is required to support call stack walking of x64 minidumps where the crash originates in a system dll.
MinidumpDiagnostics extracts the version number from the module list in the minidump, and uses this to sync the correct binaries, symbols, and source from Perforce. The call stack is then evaluated using the same technology as WinDbg, and as much information as possible is written to Diagnostics.txt.
The clientspec does not need all the content for symbol lookup, but it does need binaries, symbols, and source. We use this template for the UE4 branch:
Displaying Crash Reports in the Web Site
This is a web site that displays crashes and groups of crashes which can be sorted, searched, and filtered.
The basic display is via a list of crashes per user group (e.g. ‘EngineQA’, ‘GameQA’, ‘Coder’). The crash id can be selected to show details of the crash, the log, minidump, and video (if available). Clicking on the CrashGroups shows crashes grouped by callstack pattern. The crashgroup id can be selected to show details, and a list of all crashes associated with the crashgroup. The crashgroups are updated by running the stored procedure ‘UpdateCrashesByPattern’ every ten minutes on the SQL server.
Setting up the Database
Run the creation script /Engine/Source/Programs/CrashReporter/DatabaseDefinition/CreateCrashReporterDatabase.sql and set up a job on the SQL server to run the stored procedure ‘UpdateCrashesByPattern’ once every ten minutes. This is done via a SQL server agent job set up to run one ‘Run Update Script’ that executes the aforementioned stored procedure.