Updating, moving, or duplicating reflection captures crashes video driver and editor in 4.14

In one of my sub levels only…updating, moving, or duplicating reflection captures crashes video driver and editor in 4.14…

Possibly the cause of the following bug as well…

Just seemed to make a post strictly about this crash so its more easily searchable.

Looking at the crash log from the other post linked above there is nothing indicating necessarily that this is caused directly by the Reflection Captures in the scene that I can see.

Display driver crashes aren’t always an editor issue either an can be hardware related. One thing to check with the Reflection Captures, though, is if you’ve increased any of the Cubemap resolutions I would lower these back down and see if the issue persists. You can do this via the Project Settings > Rendering > Reflection Capture Resolution. Default value should be 128.

Aside from that, there really isn’t any information to go on here other than a lot of guess work and since you’ve posted this as an alternative to the other post linked above I’m going to let Ed follow up there on his investigation so that we’re not wasting resources trying to both reproduce the same issue from a different perspective. If you have detailed steps to reproduce the driver crash that is something I can investigate further.

Thank you.

Tim

Well what can i say… 4.13 no issue… 4.14 issue. It only happens on 1 map… and it happens any time a reflection capture is updated… I have not modified any of the default settings for reflection captures… So please… there has to be more to this. Other wise… like what am i supposed to do? Thousands of man hours have gone into this.

I appreciate ED looking into it… and thank you for checking it out… just a tough situation here.

Further Update… if i hide everything in the level except the reflection capture and a few meshes and try moving it… then it can move just fine … but if i unhide everything and try again… it does the same crash.

Further Update… if i hide everything in the level except the reflection capture and a few meshes and try moving it… then it can move just fine … but if i unhide everything and try again… it does the same crash.

UPDATE… after i deleted all of the HLODs… the crash stopped happening.

UPDATE again… UPDATE AGAIN… never mind… crash still happens… just not as frequently… after i delete the HLODs

UPDATE
UPDATE… after i deleted all of the HLODs… the crash stopped happening… i mean lighting wasnt built or anything with the HLODs, but why a crash at all?

UPDATE AGAIN… never mind… crash still happens… just not as frequently… …

Yeah I know it’s a tough situation and it sucks really knowing you’ve put that much into these. The best option is to really stay on a version of the engine that is stable for you if you don’t absolutely need any of the newer features. If you do, then test and see if you run into these kinds of things before moving over to the next release for full development. Understandably you may already do that, but just something to always keep in mind.

That being said, there’s a lot of variables with the number of sub-levels, the number of actors included, using HLODs, etc that I may spend an hour or so attempting to reproduce and not get there. Don’t get me wrong, I’m not trying to dismiss this, it’s just a lot of things going on that without much steps to reliably reproduce or have a test project that reproduces the driver crash is hard to play guess work with a setup. I hope that makes sense.

From your other post I see that you do have multiple computers to test on. That’s a good starting point to rule out if the reflection capture updates after being moved actually do cause the display driver to crash. You can move them in the editor level and then go to the Build button in the toolbar and use the dropdown to select “Update Reflection Captures.” If it crashes then, that could be something going on there with the RCs. Also, you didn’t mention, but are you using the default reflection capture cubemap resolution of 128 or have you changed this to be higher? If it’s higher, lower it back down. These can easily cause VRam to run out causing the display driver crash.

Well thanks for trying.

The reflection cubemaps are at the default of 128. I will try some tests on my laptop with a gtx 980m sometime today.

Ok. So i tried it on my laptop with the gtx980m… There are no issues. Seems to work fine.