Hi when I build and ship my game I’ve got a crash as soon it’s start the game: but I’ve got the dlss working correctly in the unreal editor and in PIE mode I can see it in the log and visually
this is the error I have when I run the packaged game
[2024.10.20-11.57.36:746][868]LogWindows: Error: appError called: Assertion failed: Upscaler->IsDLSSActive() [File:S:_stage\plugin\Plugins\DLSS\HostProject\Plugins\DLSS\Source\DLSS\Private\DLSSUpscaler.cpp] [Line: 628]
I’m using unreal editor 5.4.4 with nvidia driver 536.40 with a rtx3090
here the log:
[2024.10.20-11.57.36:686][868]LogRHI: Display: Encountered a new graphics PSO: 1812225416
[2024.10.20-11.57.36:686][868]LogViewport: Display: Viewport MouseLockMode Changed, LockOnCapture -> DoNotLock
[2024.10.20-11.57.36:686][868]LogViewport: Display: Viewport HideCursorDuringCapture Changed, False -> True
[2024.10.20-11.57.36:686][868]LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently_IncludingInitialMouseDown -> CaptureDuringMouseDown
[2024.10.20-11.57.36:686][868]LogRHI: Display: Encountered a new graphics PSO: 2053803842
[2024.10.20-11.57.36:687][868]LogRHI: Display: Encountered a new graphics PSO: 1026024995
[2024.10.20-11.57.36:687][868]LogRHI: Display: Encountered a new graphics PSO: 1187112863
[2024.10.20-11.57.36:713][868]r.Nanite.MaxPixelsPerEdge = "1"
[2024.10.20-11.57.36:720][868]r.Nanite.Tessellation = "1"
[2024.10.20-11.57.36:720][868]r.Nanite.DicingRate = "2"
[2024.10.20-11.57.36:720][868]r.ScreenPercentage = "100"
[2024.10.20-11.57.36:720][868]t.MaxFPS = "90"
[2024.10.20-11.57.36:720][868]r.NGX.DLSS.Enable = "0"
[2024.10.20-11.57.36:720][868]r.Nanite.MaxPixelsPerEdge = "1"
[2024.10.20-11.57.36:725][868]r.Nanite.Tessellation = "1"
[2024.10.20-11.57.36:725][868]r.Nanite.DicingRate = "2"
[2024.10.20-11.57.36:725][868]LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [Scalability]
[2024.10.20-11.57.36:725][868]sg.AntiAliasingQuality = "3"
[2024.10.20-11.57.36:725][868]LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [Scalability]
[2024.10.20-11.57.36:725][868]sg.ShadowQuality = "3"
[2024.10.20-11.57.36:725][868]LogConfig: Applying CVar settings from Section [TextureQuality@3] File [Scalability]
[2024.10.20-11.57.36:725][868]sg.TextureQuality = "3"
[2024.10.20-11.57.36:725][868]LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [Scalability]
[2024.10.20-11.57.36:725][868]sg.EffectsQuality = "3"
[2024.10.20-11.57.36:725][868]LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [Scalability]
[2024.10.20-11.57.36:726][868]sg.PostProcessQuality = "3"
[2024.10.20-11.57.36:726][868]LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [Scalability]
[2024.10.20-11.57.36:726][868]sg.ViewDistanceQuality = "3"
[2024.10.20-11.57.36:726][868]r.MaterialQualityLevel = "3"
[2024.10.20-11.57.36:726][868]r.DetailMode = "2"
[2024.10.20-11.57.36:726][868]r.VSync = "0"
[2024.10.20-11.57.36:727][868]LogViewport: Display: Viewport MouseLockMode Changed, DoNotLock -> LockOnCapture
[2024.10.20-11.57.36:727][868]LogViewport: Display: Viewport MouseCaptureMode Changed, CaptureDuringMouseDown -> CapturePermanently
[2024.10.20-11.57.36:727][868]LogViewport: Display: Viewport MouseLockMode Changed, LockOnCapture -> DoNotLock
[2024.10.20-11.57.36:727][868]LogViewport: Display: Viewport HideCursorDuringCapture Changed, True -> False
[2024.10.20-11.57.36:727][868]LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently -> CaptureDuringMouseDown
[2024.10.20-11.57.36:734][868]LogStreaming: Display: UWorld::AddToWorld: routing Initialize on actors for /Game/Levels/MainStartMenu/MainStartMenu took (less than) 48.25 ms
[2024.10.20-11.57.36:746][868]LogWindows: Error: appError called: Assertion failed: Upscaler->IsDLSSActive() [File:S:\_stage\plugin\Plugins\DLSS\HostProject\Plugins\DLSS\Source\DLSS\Private\DLSSUpscaler.cpp] [Line: 628]
this is my defaultEngine.ini inside unreal editor
[/Script/Engine.RendererSettings]
r.NGX.DLSS.Enable=1
SkeletalMesh.UseExperimentalChunking=1
bEnableVirtualTextureOpacityMask=True
r.AllowGlobalClipPlane=True
r.AntiAliasingMethod=2
r.CustomDepth=3
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
r.DistanceFields.DefaultVoxelDensity=0.200000
r.DynamicGlobalIlluminationMethod=1
r.GPUSkin.Support16BitBoneIndex=True
r.GPUSkin.UnlimitedBoneInfluences=True
r.GenerateMeshDistanceFields=True
r.InstanceCulling.OcclusionCull=1
r.InstanceCulling.OcclusionQueries=1
r.Lumen.HardwareRayTracing=False
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False
r.Lumen.TraceMeshSDFs=0
r.Lumen.TranslucencyVolume.Enable=0
r.Mobile.AntiAliasing=0
r.Mobile.EnableNoPrecomputedLightingCSMShader=1
r.NGX.DLSS.Preset=1
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
r.PathTracing=False
r.RayTracing.Nanite.Mode=1
r.RayTracing.Shadows=False
r.RayTracing.UseTextureLod=True
r.RayTracing=False
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1
r.SkinCache.CompileShaders=True
r.VirtualTextures=True
r.VelocityOutputPass=2
r.MeshStreaming=True
r.Velocity.EnableVertexDeformation=0
r.SupportLocalFogVolumes=True
r.LocalFogVolume.ApplyOnTranslucent=False
r.VolumetricFog.LightFunction=True
r.HeterogeneousVolumes=True
r.MSAACount=1
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5
Compiler=VisualStudio2022
AudioSampleRate=48000
AudioCallbackBufferFrameSize=1024
AudioNumBuffersToEnqueue=1
AudioMaxChannels=0
AudioNumSourceWorkers=4
SpatializationPlugin=
SourceDataOverridePlugin=
ReverbPlugin=
OcclusionPlugin=
CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
CacheSizeKB=65536
MaxChunkSizeOverrideKB=0
bResampleForDevice=False
MaxSampleRate=48000.000000
HighSampleRate=32000.000000
MedSampleRate=24000.000000
LowSampleRate=12000.000000
MinSampleRate=8000.000000
CompressionQualityModifier=1.000000
AutoStreamingThreshold=0.000000
SoundCueCookQualityIndex=-1
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_FirstPersonBP",NewGameName="/Script/Axion")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPersonBP",NewGameName="/Script/Axion")
NearClipPlane=0.100000
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=8D70A2444CDA352B9A467E9BC5B76544
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/Script/WaterEditor.WaterEditorSettings]
WaterZoneActorDefaults=(FarDistanceMeshExtent=4000000.000000,NewWaterZoneScale=1.000000,RenderTargetResolution=(X=128,Y=128),FarDistanceMaterial="/Water/Materials/WaterSurface/Water_FarMesh.Water_FarMesh")
[/Script/DLSS.DLSSSettings]
bEnableDLSSInEditorViewports=True
bEnableDLSSD3D12=True
bEnableDLSSD3D11=False
bEnableDLSSVulkan=False
bEnableDLSSInPlayInEditorViewports=True
bShowDLSSSDebugOnScreenMessages=True
[/Script/Engine.VirtualTexturePoolConfig]
DefaultSizeInMegabyte=64
bPoolAutoGrowInEditor=True
+Pools=(Formats=,MinTileSize=136,MaxTileSize=136,SizeInMegabyte=512,bEnableResidencyMipMapBias=False,bAllowSizeScale=False,MinScaledSizeInMegabyte=0,MaxScaledSizeInMegabyte=0)
any help will be appreciated