This Jira is for the continuation of the "D3D HUNG" crashes which originally spiked in the UE 4.14 release. Some fixes were implemented in 4.16.2 and 4.17.0 which made some improvement to the frequency of these crashes (-[Link Removed]-), but this Jira now exists for ongoing cases.
Additional information regarding top hardware, drivers, and OS info is attached (currently only from the first 2 full days of the 4.18 release)
In the past, some users have mentioned the following workarounds to prevent the crash:
Links to some of the different crashGroups that fall under this issue:
Additional bugg groups in 4.18.2:
various reproduction steps dependent on hardware and drivers
Numerous different callstacks exist for this general issue. The most common is listed.
Fatal error: [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() d3d11util.cpp:192 UE4Editor_D3D11RHI!VerifyD3D11Result() d3d11util.cpp:231 UE4Editor_D3D11RHI!FD3D11Viewport::PresentChecked() d3d11viewport.cpp:289 UE4Editor_D3D11RHI!FD3D11Viewport::Present() d3d11viewport.cpp:472 UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() d3d11viewport.cpp:591 UE4Editor_RHI!FRHICommandList::EndDrawingViewport() rhicommandlist.cpp:1399 UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() slaterhirenderer.cpp:876 UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_43e86ee7c51f39979e9a39d40b280024> > >::ExecuteTask() taskgraphinterfaces.h:784 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:650 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:559 UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:325 UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:459 UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51650 in the post.