Unreal Engine

Analyzing UE crash folders with full engine context.

UE crash folders vs plain .dmp files

When Unreal Engine crashes, it writes a crash folder not just a single .dmp file. A typical UE crash folder contains:

  • UE4Minidump.dmp or UE5Minidump.dmp the Windows minidump
  • CrashContext.runtime-xml engine metadata captured at the time of the crash
  • Log files and other diagnostics

You can open a plain .dmp from a UE project using the standard Open .dmp workflow and get a symbolicated stack trace. But to get the full UE context engine version, build configuration, hardware info, and UE-specific Intel heuristics use Open UE Folder instead.

Finding the crash folder

UE crash folders are typically written to one of these locations depending on your project setup:

  • %LOCALAPPDATA%\[GameName]\Saved\Crashes\
  • [ProjectRoot]\Saved\Crashes\
  • The path configured in your project's DefaultEngine.ini under [CrashReportClient]

Each crash creates a timestamped subfolder. Open the folder for the crash you want to analyze.

Opening a UE crash folder

There are two ways to open a UE crash folder:

  • File menu go to File > Open UE Folder
  • Keyboard shortcut press Ctrl+Shift+O
  • Toolbar click the Open UE Folder button

Select the crash folder (not the .dmp file itself). CrashCatch will locate the minidump and CrashContext.runtime-xml automatically.

UE Context tab

When a UE folder is opened, a UE Context tab appears alongside the standard tabs. It displays the metadata extracted from CrashContext.runtime-xml:

  • Game name and engine version (e.g. 5.3.2)
  • Build configuration Development, Shipping, DebugGame, etc.
  • Engine mode Editor, Shipping, Server, etc.
  • Crash type whether the crash was a fatal error, an ensure failure, or a stall
  • Hardware CPU brand, GPU brand, logical core count, total RAM
  • Out of memory flag whether the crash was preceded by an OOM condition
  • UE call stack the engine's own call stack string from the XML, independent of the minidump stack walk

UE-specific Intel heuristics

When the Intel Engine detects a UE module layout or UE exception codes, it activates UE-specific heuristics in addition to the standard crash classification. These include:

  • Detection of Unreal garbage collector issues (accessing a UObject that has been collected)
  • Async asset loading deadlocks and streaming failures
  • Physics thread crashes and cross-thread access violations
  • Blueprint vs. native frame classification (identifies whether the crashing code is in a Blueprint VM frame or native C++)

UE exception codes

CrashCatch recognizes the Unreal Engine specific exception codes that UE raises for non-crash events it captures as crashes:

  • 0xE0000001UnrealFatalError a UE_LOG(Fatal) or check() failure
  • 0xE0000002UnrealEnsure an ensure() condition that evaluated to false

These will appear decoded in the Exception tab rather than as raw hex codes.

For best results with UE crashes, build your game with DebugGame or Development configuration and ensure PDB files are available. Shipping builds strip symbols and significantly reduce stack trace quality.