Kod:
“”"
LoginId:e76525704af62107f517188154c1f70d
EpicAccountId:f31efcd8177d45ab9d05df2ddb58d486
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000154
UnrealEditor_Core!FStructuredArchiveSlot::EnterAttribute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\StructuredArchiveSlots.cpp:80]
UnrealEditor_CoreUObject!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyTag.cpp:471]
UnrealEditor_CoreUObject!UStruct::SerializeVersionedTaggedProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1978]
UnrealEditor_CoreUObject!UStruct::SerializeTaggedProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1441]
UnrealEditor_CoreUObject!UObject::SerializeScriptProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1919]
UnrealEditor_CoreUObject!UObject::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1697]
UnrealEditor_CoreUObject!UObject::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1570]
UnrealEditor_Engine!UActorComponent::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:2586]
UnrealEditor_Engine!USceneComponent::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:3585]
UnrealEditor_Engine!UPrimitiveComponent::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:1134]
UnrealEditor_Engine!UStaticMeshComponent::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\StaticMeshComponent.cpp:347]
UnrealEditor_UnrealEd!FTransaction::FObjectRecord::SerializeObject() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorTransaction.cpp:258]
UnrealEditor_UnrealEd!FTransaction::FObjectRecord::FObjectRecord() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorTransaction.cpp:137]
UnrealEditor_UnrealEd!FTransaction::SaveObject() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorTransaction.cpp:712]
UnrealEditor_CoreUObject!SaveToTransactionBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3274]
UnrealEditor_CoreUObject!UObject::Modify() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1503]
UnrealEditor_Engine!AActor::Modify() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1823]
UnrealEditor_UnrealEd!TTypedElementList<FTypedElementHandle>::RemoveAll<ITypedElementWorldInterface>'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\LevelEditorViewport.cpp:2230]
UnrealEditor_TypedElementRuntime!UE::Core::Private::Function::TFunctionRefCaller<TTypedElementList<FTypedElementHandle>::GetElementHandles<TSizedInlineAllocator<8,32,TSizedDefaultAllocator<32> > >'::2’::<lambda_1>,bool,FTypedElementHandle const & __ptr64>:() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:321]
UnrealEditor_TypedElementRuntime!TTypedElementList::ForEachElement() [D:\build++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Public\Elements\Framework\TypedElementList.h:288]
UnrealEditor_TypedElementRuntime!TypedElementListObjectUtil::ForEachObject() [D:\build++UE5\Sync\Engine\Source\Runtime\TypedElementRuntime\Private\Elements\Framework\TypedElementListObjectUtil.cpp:45]
UnrealEditor_UnrealEd!UTypedElementSelectionSet::ForEachSelectedObject() [D:\build++UE5\Sync\Engine\Source\Runtime\TypedElementRuntime\Public\Elements\Framework\TypedElementSelectionSet.h:444]
UnrealEditor_UnrealEd!FTrackingTransaction::Begin() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\LevelEditorViewport.cpp:2233]
UnrealEditor_UnrealEd!FLevelEditorViewportClient::CapturedMouseMove() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\LevelEditorViewport.cpp:4702]
UnrealEditor_Engine!FSceneViewport::OnMouseMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Slate\SceneViewport.cpp:751]
UnrealEditor_Slate!SViewport::OnMouseMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\SViewport.cpp:273]
UnrealEditor_Slate!TArray<TWeakPtr<TAnimatedAttributeBase,1>,TSizedDefaultAllocator<32> >::Remove'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5640]
UnrealEditor_Slate!SharedPointerInternals::NewIntrusiveReferenceController<1,SToolTip>() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:456]
UnrealEditor_Slate!FSlateApplication::RoutePointerMoveEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5648]
UnrealEditor_Slate!FSlateApplication::ProcessMouseMoveEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:6166]
UnrealEditor_Slate!FSlateApplication::OnRawMouseMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:6121]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2292]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2783]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1281]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:945]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5798]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
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Bilgisayar Özelliklerim:
- Processor: Intel i9 13900KS
- Motherboard: MSI MAG Z790 Edge Wi-Fi (Latest BIOS: MSI Click BIOS 5)
- RAM: Corsair Vengeance RGB 64 GB (4x16 GB) CL34 7200 MHz
- GPU: Palit GameRock RTX 3090 24 GB
- Storage: Samsung 970 EVO Plus 1 TB M.2 NVMe SSD
- Cooling: ASUS ROG Ryujin III 360 ARGB Liquid Cooler
- PSU: ASUS ROG STRIX 1000W 80+ Gold Full Modular
Unreal Engine Sürümü 5.5.0 (5.4.4'de de aynı sorunum var.)
Çözmek için Uyguladığım Adımlar:
Donanım Testi:
RAM ağır yük altında Memtest86 ile test edildi. Hiçbir hata bulunamadı.
GPU birden fazla araçla (örn. OCCT) zorlandı ve hiç bir hata olmadığı doğrulandı.
Yük altında CPU ve soğutma performansı doğrulandı.
Yazılım ve Sistem:
Unreal Engine ve Epic Games Launcher yeniden yüklendi.
Temiz bir Windows 10 kurulumu gerçekleştirildi.
BIOS'un güncel olduğundan emin olundu ve ayarlar varsayılana geri döndürüldü (XMP devre dışı).
Proje Ayarları:
Topluluk önerilerine dayanarak Proje Ayarları → Varsayılan RHI'yı DirectX 12'den DirectX 11'e değiştirmeyi denedim. Ancak çökme hala devam ediyor.
Tüm bu adımlara rağmen sorun devam ediyor. Unreal Engine, net bir sebep olmadan rastgele çöküyor.
Denemediğim şey kalmadı bu hatadan crashden kurtulamıyorum RTX 3090 kullanıp bu hatayla boğuşan başka biri var mı lütfen yardım edin...