UE 4.12 Crash on launch

I see the start screen at 0% then it immediately crashes. This is the included crash report:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 804]
Array index out of bounds: 1 from an array of size 1

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_D3D11RHI!FD3D11DynamicRHIModule::FindAdapter() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:367]
UE4Editor_D3D11RHI!FD3D11DynamicRHIModule::IsSupported() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:187]
UE4Editor_RHI!PlatformCreateDynamicRHI() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rhi\private\windows\windowsdynamicrhi.cpp:81]
UE4Editor_RHI!RHIInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rhi\private\dynamicrhi.cpp:172]
UE4Editor!FEngineLoop::PreInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1456]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:114]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Its running fine on me and I compiled my self. How did you install UE4?

This is a standard install from the Epic Games Launcher. I added in support for Maya/Max and the debugging symbols as well as removed linux and TVOS support.

I am having this exact same issue.

I’ve also made a post with logs, dxdiag, msinfo32 etc for my machine specs in case it helps EPIC find the cause.
Pretty serious problem if you can’t even open the editor…

I’m curious if you also have a SLI setup? I have a SLI setup, but this crash occurs even when SLI is disabled. Asking because I notice in the traceback that it’s crashing when RHI module is trying to find a supported adapter (graphics card).

Hello

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. When you say that you fail to launch, do you mean that you can’t open the launcher or that the project crashes when trying to open it?
  2. Does this happen with all projects or just one specific project?
  3. Could you try Verifying your engine (reference image below)?
  4. Could you submit (from the crash reporter window) and then provide (here in a reply) the callstack that you receive (including the EpicID/MachineID)?

Verify engine example:

50416-verifyenginehelp.png

I’m having the same issue here. Yesterday I had this problem and updated my graphics drivers, it worked. Today when I tryed to open ue4 4.12.4 (only the engine, no project) it crashed again, with this message:

Blockquote
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 804]
Array index out of bounds: 1 from an array of size 1

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_D3D11RHI!FD3D11DynamicRHIModule::FindAdapter() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:367]
UE4Editor_D3D11RHI!FD3D11DynamicRHIModule::IsSupported() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:187]
UE4Editor_RHI!PlatformCreateDynamicRHI() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rhi\private\windows\windowsdynamicrhi.cpp:81]
UE4Editor_RHI!RHIInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rhi\private\dynamicrhi.cpp:172]
UE4Editor!FEngineLoop::PreInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1456]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:114]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Blockquote

I tryed verifying ue4.12 yesterday before updating my drivers and it didn’t change anything

Apparently its a problem with oculus services, after I closed OVRServiceLauncher and OVRServer_x64 It worked (read that in Instant crash opening 4.12.4 - Programming & Scripting - Unreal Engine Forums )

Q1 Answer: When I run the Epic Games Launcher and select the Launch button for the unread editor as shown in the image you provided the programs starts and I see a dialog for the unreal editor and a percentage text set to 0%. This is onscreen for a split second before I get a crash report.

Q2 Answer: I cannot load the editor to even start or open a project.

Q3 Answer: I did a verify and I have the same results with no change.

Q4 Answer: Yes. See the Following.

MachineId:F7ADBA874B84A43B30D9E8BBB13EEB51
EpicAccountId:3acb9f7bcd7b43e6a0823fc23d96d0e4

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 804]
Array index out of bounds: 1 from an array of size 1

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_D3D11RHI!FD3D11DynamicRHIModule::FindAdapter() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:367]
UE4Editor_D3D11RHI!FD3D11DynamicRHIModule::IsSupported() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:187]
UE4Editor_RHI!PlatformCreateDynamicRHI() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rhi\private\windows\windowsdynamicrhi.cpp:81]
UE4Editor_RHI!RHIInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rhi\private\dynamicrhi.cpp:172]
UE4Editor!FEngineLoop::PreInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1456]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:114]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]

UE4Editor!WinMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Ran out of space in the post.

Hello

After taking another look at the callstack I was able to find that this is a known issue (UE-17513) I have provided a link below to the original thread. Please feel free to visit the provided thread for more information and for future updates.

Link: Crash in 4.8 - Platform & Builds - Epic Developer Community Forums

Make it a great day

That’s not the same issue. I don’t have that DLL installed. That is not the same error message and just for fun I updated and installed the Displaylink Drivers as suggested and it doesn’t change anything.

This is not the same issue.

Other than building it my self, I just installed it in my Windows 10 64bit PC (Different machine) using the launcher, it worked again. Are you sure you got all neccessary vc redistribute plus dxjune10?

I’ve got it working on another machine… but I don’t do my development on that computer. I’m not the only person with this identical issue… the only thing we’ve seen in common is some oculus development but I’m not running any additional software. I am tempted to reinstall but that is obviously a last resort option that I am not sure will work. I have unity 3d installed with oculus support… only other things are visual studio, adobe master collection, maya 2014 and android studio. There shouldn’t be any conflicts.

I have read somewhere in the links provided about oculus but haven’t put much attention as I am as well a new user of UE4 like the rest, good thing is, the guy said that when he disabled the oculus *something he was able to run UE4. Maybe you can try disabling Oculus.

If you were also interested in it, there is an Oculus Build of UE4 from this link https://github.com/Oculus-VR/UnrealEngine/tree/4.12

Hi Rudy,

I have this same issue, and I also like to cast my vote that I don’t think this is the same issue as the known issue UE-17513. While it looks similar, I’ve tried updating my displayport drivers per thread already, and it didn’t help.

One other clue that might help resolve this new issue is that I was able to get Oculus’ latest build of UE 4.12 to work, however EPICs builds fails. There seems to be something in their build that is working that isn’t in EPIC’s released version.

You can check my other post on this issue for more info, my dxdiag, msinfo, and crash logs.

Maybe Oculus is still on experimental stage that is why it is not on production releases

Hello

After further investigation it appears that you were correct. This was not the same issue. There are a few different issues with this callstack. However, I was able to find that there is another issue that is known (UE-31927) that appears to suit your situation more closely. This issue in a still under investigation and has not been resolved yet. I have provided a link to the original thread below.

Link: Bug in 4.12.2 with Oculus on startup - XR Development - Epic Developer Community Forums

More information: It appears that on a PC with multiple graphics cards, where a HMD is connected to the second or subsequent graphics card(s), the editor crashes on startup at 0% due to device list not being populated correctly in FD3D11DynamicRHIModule::FindAdapter

Make it a great day

That looks like it is completely related to my issue. I am not using dual graphics cards or displays however the error and reasoning behind it are on par with my problem. Is there any way of knowing if and when this solution will be added to the release build?

Hello

There is not a time frame in place currently for the implementation of a solution for this issue at this time. However, I will be sure to bump up the community interest on the report mention. Feel free to check the provided thread for future updates.

This looks like a likely culprit for my problem as well. Thanks!

I’m newish to Github, but I’d be happy to test it out to verify it fixes the problem on my end. What would i need to do to verify the patch is working? Just download the latest build of 4.12 from EPICs Github, and then pull in doormans pull request #2494?

Actually I see the response from ryanvanceepic on doormans pull request:

We have a similar fix for this that we’ll be releasing in 4.13.

Is there a number for ryanvanepic’s patch that I can pull in?

I can also just wait for 3.15 …