Editor crashes on launch: Unknown exception - code 00000001

Hello,

Recently my project started causing UE4 to crash as soon as it loads, throwing the error
Unknown exception - code 00000001 (first/second chance not available)

As far as I know, I didn’t make any crazy changes that would cause this. Looking at the crash report, it says there is an issue with ShaderBaseClasses.cpp [Line: 158]. I tried moving said file out of the folder temporarily, but the same error keeps popping up. I looked up the error code in the UE forums, but none of the fixes I found worked for me (they also had different files as the culprit).

I’m at my wit’s end! Technical support, you’re my only hope!

Below is the full crash report:

MachineId:26A438784FE056E7C9AAA3BEF2EDDCB7
EpicAccountId:cb12747295c94b70ba8589f75e18688a

Unknown exception - code 00000001 (first/second chance not available)

"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp] [Line: 158]
TBasePassVSFCachedP

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_Renderer!FMaterialShader::SetParameters() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:131]
UE4Editor_Renderer!TBasePassVertexShaderBaseType::SetParameters() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\basepassrendering.h:78]
UE4Editor_Renderer!TBasePassDrawingPolicy::SetSharedState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\basepassrendering.h:588]
UE4Editor_Renderer!TStaticMeshDrawList >::DrawElement() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:86]
UE4Editor_Renderer!TStaticMeshDrawList >::DrawVisibleInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:279]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassStaticDataDefault() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:242]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassStaticData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:377]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:589]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1684]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1037]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\scenerendering.cpp:1582]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::20’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Hey raptormh,

I just tried to run a search for your crash in our internal tool, but did not see any reports processed. Please be sure that when you get a crash and the Crash Reporter dialog window appears, you send that crash log and information. This way we can decipher whether or not it is a known issue already, and if there is a fix in place.

Take a look at our How to Report a Bug forum sticky to get a better understanding of all the information we need to collect from you, in order to enter a verbose and complete bug report.

Let me know if you have further questions or need additional assistance.

Thank you,

Hi, Andrew, thank you for your reply!

It’s odd; I could have sworn I always clicked send bug report, to the point that I was worried about spamming you guys! Nevertheless, I just had it send a bug report.

Again, thanks very much for your help!

So I still am not seeing the crash appear in the CrashReporter internal logging service. Do me a favor and try your best to explain the steps you are taking to get the project to crash, and this includes any subsequent tasks that you believe you could have done before the project started to crash.

What you can try in the meantime is to delete your ‘Saved’ and ‘Intermediate’ folders from that specific project’s directory to see if that resolves the issue. Unfortunately these types of issues are project specific, and without some steps to reproduce on my end, a bug cannot be entered. With that said, I will stick with you until we figure this out.

Cheers,

Strange about the bug reporter :confused:

After you asked what could have changed, I realized that I had added a new level before the project started crashing. I tried removing all the levels from my project, and it does now load! It seems it must be a matter of a corrupted level; now I just have to figure out which one.

Why that would cause a shader error, I will never know!

Thank you so much, Andrew, for your help!