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.dmporUE5Minidump.dmpthe Windows minidumpCrashContext.runtime-xmlengine 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.iniunder[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
UObjectthat 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:
0xE0000001—UnrealFatalErroraUE_LOG(Fatal)orcheck()failure0xE0000002—UnrealEnsureanensure()condition that evaluated to false
These will appear decoded in the Exception tab rather than as raw hex codes.