Fatal error on AMD graphics card (32-bit packaged build)

I have seen plenty of reports like this here, but they are all seems to be a little bit different or lacking details.

We recently have started our beta and it doesn’t take long until we got weird fatal error crash error reports happening on AMD graphics card. So we decided to dig out our very old “AMD Radeon HD 5700 Series” graphics card and mounted it into one of our computer.

Unreal Editor was starting and basically working (20 fps on low). We were able to package the 32-bit version, but running the packaged build always causes the fatal error.

  • A packaged 64-bit is working without any issue.
  • Using OpenGL instead of DirectX is working as well with 32-bit version.
  • We tested this witch 4.16 preview and it happens there too.
  • It was working on version 4.13 without issues.
  • We tested this with driver version 15.7.1 (8-3-2015 - newest) and 15.201.1151.1008 (11-4-2015).

Graphics card we encounter this fatal error so far

  • AMD HD 5700 Series

  • AMD HD 5800 Series

  • AMD HD 6570 Series

  • AMD HD 6800 Series

  • AMD Radeon R9 M290X

  • AMD Radeon ™ R9 380 Series

  • Probably more…

Steps to reproduce

  • Open a new first person shooter example project.
  • Package 32-bit version (Make sure to use DirectX, since OpenGL works)
  • Copy the packaged 32-bit build to a computer with an older AMD HD Series graphics card (try to use one from the list above).
  • Try to start the game on this computer.
  • Fatal error.

Log file:
link text

Call stack from the log

[2017.05.07-16.36.47:173][  0]LogWindows:Error: === Critical error: ===
[2017.05.07-16.36.47:173][  0]LogWindows:Error: 
[2017.05.07-16.36.47:173][  0]LogWindows:Error: Fatal error!
[2017.05.07-16.36.47:173][  0]LogWindows:Error: 
[2017.05.07-16.36.47:173][  0]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000008
[2017.05.07-16.36.47:173][  0]LogWindows:Error: 
[2017.05.07-16.36.47:173][  0]LogWindows:Error: PropWitchHuntModule.exe!FD3D11DynamicRHI::InitD3DDevice() [w:\projects\unrealengine\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:1080]
[2017.05.07-16.36.47:173][  0]LogWindows:Error: PropWitchHuntModule.exe!RHIInit() [w:\projects\unrealengine\engine\source\runtime\rhi\private\dynamicrhi.cpp:181]
[2017.05.07-16.36.47:173][  0]LogWindows:Error: PropWitchHuntModule.exe!FEngineLoop::PreInit() [w:\projects\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:1641]
[2017.05.07-16.36.47:173][  0]LogWindows:Error: PropWitchHuntModule.exe!GuardedMain() [w:\projects\unrealengine\engine\source\runtime\launch\private\launch.cpp:127]
[2017.05.07-16.36.47:173][  0]LogWindows:Error: PropWitchHuntModule.exe!GuardedMainWrapper() [w:\projects\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:147]
[2017.05.07-16.36.47:173][  0]LogWindows:Error: PropWitchHuntModule.exe!WinMain() [w:\projects\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
[2017.05.07-16.36.47:173][  0]LogWindows:Error: PropWitchHuntModule.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
[2017.05.07-16.36.47:173][  0]LogWindows:Error: KERNEL32.DLL!0x0000000074CA8744
[2017.05.07-16.36.47:173][  0]LogWindows:Error: ntdll.dll!0x0000000077D4587D
[2017.05.07-16.36.47:173][  0]LogWindows:Error: ntdll.dll!0x0000000077D4584D
[2017.05.07-16.36.47:173][  0]LogWindows:Error: ntdll.dll!0x0000000077D4584D
[2017.05.07-16.36.47:173][  0]LogWindows:Error: 

Thansk for providing more information. Here are some of the reports about the same crash:

I’m getting the same issue. I’m trying to test multiplayer on my brothers computer and I get a fatal error whenever I try to launch it on his computer. He has an AMD card and I have a nvidia card. I’m not positive that it actually has to do with the video card, but I am getting the fatal error. I’m on 4.16

Our game is suffering from this, it’s killing me. In too deep with uasset changes to roll back to 4.14. To avoid ratings being crushed on steam am considering a switch to openGL. What are the downsides of doing that? Can you build both and give the user the option somehow?