This Jira has been made for users who are sill experiencing the D3D 'HUNG' crash with this specific callstack.
If you have information that may help Epic staff reproduce this issue, please log a bug report on the UE4 Answerhub.
This is a new ticket for the D3D 'HUNG' crash originally reported in [Link Removed]. Some fixes were introduced in 4.14.2 that decreased the occurrences of this crash, but other cases are still ongoing. The original Jira ticket has been closed for the cases that have been fixed.
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:
3195953
Logs:
CrashReporter User Descriptions:
Steps to reproduce currently unknown.
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:562] UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [rhicommandlist.cpp:1347] UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [slaterhirenderer.cpp:486] UE4Editor_SlateRHIRenderer!TGraphTask<`FSlateRHIRenderer::DrawWindows_Private'::`35'::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:320] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:454] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40824 in the post.
20 |
Component | UE - Graphics Features |
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Affects Versions | 4.14.3, 4.15 |
Created | Jan 18, 2017 |
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Resolved | Feb 22, 2017 |
Updated | Apr 27, 2018 |