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 |