Streamline plugin crashes in Unreal 5.3 packaged game with -RenderOffScreen command


I’m not sure if I should post this in Unreal forums, or in Nvidia forums. But since my issue comes from a Nvidia Plugin, I guess I’m in the right place.

We are using lastest DLSS with Unreal Engine 5.3 :
In our solution, we deliver the final output through PixelStreaming. So we run the Unreal packaged game with the command “-RenderOffScreen” (Running without this command is not viable for us)
This cause a crash of the Streamline : in the function : FStreamlineCoreModule::StartupModule()

This crash was not present in the previous Unreal 5.2 & an older DLSS version : & it also works well with latest 5.2 :

To be sure the issue isn’t created from our solution, I reproduced the crash inside an empty Unreal project :

  • Create a 5.3 blank project, C++, without StarterContent
  • Add the 4 DLSS Plugins
  • Package the game (in dev for logs) (Shipping,DebugGame also crash)
  • Start the project with the command line “Project.exe -RenderOffScreen -log”

It will produce this crash :

[2023.10.09-12.48.29:296][  0]LogWindows: Error: === Critical error: ===
[2023.10.09-12.48.29:296][  0]LogWindows: Error: 
[2023.10.09-12.48.29:296][  0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000009
[2023.10.09-12.48.29:296][  0]LogWindows: Error: 
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6a64e8998 TestStreamline-Win64-DebugGame.exe!FNullApplication::`vector deleting destructor'() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6acf6de1c TestStreamline-Win64-DebugGame.exe!RegisterStreamlineReflexHooks() [F:\Crash\TestStreamline\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineReflex.cpp:610]
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6acf6f5de TestStreamline-Win64-DebugGame.exe!FStreamlineCoreModule::StartupModule() [F:\Crash\TestStreamline\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineCore.cpp:66]
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6a5ba3bce TestStreamline-Win64-DebugGame.exe!FModuleManager::LoadModuleWithFailureReason() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6a5fc8b0d TestStreamline-Win64-DebugGame.exe!FModuleDescriptor::LoadModulesForPhase() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6a5fdd64e TestStreamline-Win64-DebugGame.exe!FPluginManager::TryLoadModulesForPlugin() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6a5fc8393 TestStreamline-Win64-DebugGame.exe!FPluginManager::LoadModulesForEnabledPlugins() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6acbd16ac TestStreamline-Win64-DebugGame.exe!FEngineLoop::Init() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6acbee1d6 TestStreamline-Win64-DebugGame.exe!GuardedMain() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6acbee3ca TestStreamline-Win64-DebugGame.exe!GuardedMainWrapper() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6acbf1276 TestStreamline-Win64-DebugGame.exe!LaunchWindowsStartup() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6acc00e74 TestStreamline-Win64-DebugGame.exe!WinMain() []
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ff6b04ceb9a TestStreamline-Win64-DebugGame.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2023.10.09-12.48.29:296][  0]LogWindows: Error: [Callstack] 0x00007ffc4bd57344 KERNEL32.DLL!UnknownFunction []
[2023.10.09-12.48.29:296][  0]LogWindows: Error:

TestStreamline.log (144.2 KB)

I tested it in multiple computers of our network, with a 3090, 2x 3070, a 4090, and a 2070.

Am I in the right place ? Does this issue concern Nvidia ?

Hello @a.radix and welcome to the NVIDIA developer forums!

Yes, you are in the right place and thank you for bringing this to our attention!

I will forward this to our DLSS experts to check. I am quite certain it is connected to the -RenderOffScreen setting, but let’s wait for the engineers to chip in.


1 Like

I received some feedback to share.

First of all thank you for bringing this up, it seems the combination of all DLSS featues being enabled and enabling Off-Screen rendering was not goo enough covered in automated testing.

But this also leads to a good question: Why do you enable DLSS Frame Generation for pixel streaming? The original comment:

DLSS Frame Generation won’t help: it generates extra frames on your local display, which aren’t directly available to the engine. So they’ll have the overhead of generating extra frames but those frames won’t get pixel streamed anywhere because the engine doesn’t see them

The engineers will introduce a fix for the crash in an upcoming release, but for the moment they recommend disabling DLSS-FG in your case completely, or set r.Streamline.InitializePlugin=false

I hope this helps!

1 Like


We enabled it without realizing it wasn’t useful for PixelStreaming. Yes, after setting r.Streamline.InitializePlugin=false in our DefaultEngine.ini, the crash was resolved.

It was a misunderstanding on our part, and we appreciate the information you provided. Sorry for any inconvenience, and thank you for your assistance!

1 Like

You are welcome!

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