I’m not entirely sure what’s going on here, so let’s go through what happens.
I try to open up the editor with the - flag.
(This wasn’t working in the 4.12p2 due to the missing rhi dll)
The splash screen opens and begins to load.
Once the splash reaches ~99%/100% the graphics driver goes down, which causes UE4 to crash. The typical Windows graphics crash splash shows up.
I’m running Windows 10 x64 build 10589.218 on a laptop with an NVidia 860M gpu, running the 365.10 drivers.
The crash also occurs using the 1.0.8 drivers listed under the NVidia [page][2].
The error that appears on-screen after the crash occurs is NVidia provided, and can be seen here.
The next window to appear says “Unreal Engine has stopped working”.
Opening the crash in the Visual Studio 2015 debugger gives the following details:
Unhandled exception at 0x000000006765FA4C (nvoglv64.dll) in UE4Editor.exe: Fatal program exit requested.
Unfortunately, I don’t know how to debug errors within NVidia’s drivers.
No error logs (that I have been able to find) have been created.
PS: This is rather frustrating "The following topics are not present in the system, and you must have at least 200 reputation to create new ones: " as the tag does not yet exist.
EDIT: I should mention that this card does support . All of the demos from [Sascha Willems][4] run smoothly.
EDIT2: So I’ve build Unreal Engine from git and found a stack trace.
UE4Editor-VulkanRHI.dll!FVulkanQueue::Submit(FVulkanCmdBuffer * CmdBuffer, FVulkanSemaphore * WaitSemaphore, unsigned int WaitStageFlags, FVulkanSemaphore * SignalSemaphore) Line 65
UE4Editor-VulkanRHI.dll!FVulkanCommandBufferManager::GetActiveCmdBuffer() Line 133
UE4Editor-VulkanRHI.dll!FVulkanCommandListContext::RHICopyToResolveTarget(FRHITexture * SourceTextureRHI, FRHITexture * DestTextureRHI, bool bKeepOriginalSurface, const FResolveParams & ResolveParams) Line 72
UE4Editor-Renderer.dll!FSystemTextures::InitializeTextures(FRHICommandListImmediate & RHICmdList, ERHIFeatureLevel::Type InFeatureLevel) Line 36
UE4Editor-Renderer.dll!FForwardShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 105
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 1933
UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 999
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 932
UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 679
UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 319
UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 440
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 74
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 31
It would appear that the line this crashes on is line 65.
vkQueueSubmit(Queue, 1, &SubmitInfo, Fence->GetHandle())
I’m not sure if this is the engine passing in garbage info, or if the NVidia driver is doing something wrong. It also isn’t clear to me how one should go about enabling the validation layers inside of the Unreal Engine.