This crash may be caused by Nvidia drivers 372.20. We suggest updating your drivers to the latest version if you are experiencing this crash.
Error message:
Fatal error: [Link Removed] [Line: 176] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
Source Context:
161
162 const TCHAR* Reason = TEXT("?");
163 switch (hRes)
164 {
165 case DXGI_ERROR_DEVICE_HUNG:Reason = TEXT("HUNG"); break;
166 case DXGI_ERROR_DEVICE_REMOVED:Reason = TEXT("REMOVED"); break;
167 case DXGI_ERROR_DEVICE_RESET:Reason = TEXT("RESET"); break;
168 case DXGI_ERROR_DRIVER_INTERNAL_ERROR:Reason = TEXT("INTERNAL_ERROR"); break;
169 case DXGI_ERROR_INVALID_CALL:Reason = TEXT("INVALID_CALL"); break;
170 case S_OK:Reason = TEXT("S_OK"); break;
171 }
172
173 // We currently don't support removed devices because FTexture2DResource can't recreate its RHI resources from scratch.
174 // We would also need to recreate the viewport swap chains from scratch.
175 ***** UE_LOG(LogD3D11RHI, Fatal, TEXT("Unreal Engine is exiting due to D3D device being lost. (Error: 0x%X - '%s')"), hRes, Reason);
176 }
177 else
178 {
179 UE_LOG(LogD3D11RHI, Fatal, TEXT("Unreal Engine is exiting due to D3D device being lost. D3D device was not available to assertain DXGI cause."));
180 }
181
182 // Workaround for the fact that in non-monolithic builds the exe gets into a weird state and exception handling fails.
183 // @todo investigate why non-monolithic builds fail to capture the exception when graphics driver crashes.
184 #if !IS_MONOLITHIC
185 FPlatformMisc::RequestExit(true);
186 #endif
187 }
188 }
189
190 static void TerminateOnOutOfMemory(HRESULT D3DResult, bool bCreatingTextures)
Most recent user affected CL: 3095848
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
None.
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d3d11util.cpp:176] UE4Editor_D3D11RHI!VerifyD3D11Result() [d3d11util.cpp:225] UE4Editor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [d3d11query.cpp:135] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [d3d11viewport.cpp:560] UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [rhicommandlist.cpp:1344] UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [slaterhirenderer.cpp:483] UE4Editor_SlateRHIRenderer!TGraphTask<`FSlateRHIRenderer::DrawWindows_Private'::`33'::EURCMacro_SlateDrawWindowsCommand>::ExecuteTask() [taskgraphinterfaces.h:868] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:319] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:440] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
Head over to the existing Questions & Answers thread and let us know what's up.
| 13 |
| Component | UE - Graphics Features |
|---|---|
| Affects Versions | 4.13 |
| Target Fix | 4.14 |
| Created | Aug 29, 2016 |
|---|---|
| Resolved | Sep 30, 2016 |
| Updated | Apr 27, 2018 |