Separating [Link Removed] into Nvidia and AMD tickets.
This ticket will house Nvidia information
Exported data on 5/14/2019 with following Query:
Total Groups: 308
Total Crashes: 5681
Users Affected: 2718
Top 5 Groups:
[Link Removed] - 2783 Crashes : 837 Users
[Link Removed] - 997 Crashes : 443 Users
[Link Removed] - 146 Crashes : 117 Users
[Link Removed] - 96 Crashes : 70 Users
[Link Removed] - 94 Crashes : 65 Users
Full list of groups from this export here:
[Link Removed]
No known steps to reproduce
Assertion failed: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:74] UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:71] UE4Editor-Core!FDebug::AssertFailed(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:440] UE4Editor-D3D11RHI!TerminateOnDeviceRemoved [D3D11Util.cpp:198] UE4Editor-D3D11RHI!VerifyD3D11Result(long,char const *,char const *,unsigned int,ID3D11Device *) [D3D11Util.cpp:247] UE4Editor-D3D11RHI!FD3D11DynamicRHI::GetQueryData(ID3D11Query *,void *,unsigned __int64,ERenderQueryType,bool,bool) [D3D11Query.cpp:300] UE4Editor-D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport(FRHIViewport *,bool,bool) [D3D11Viewport.cpp:678] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:325] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner(FRHICommandListBase &) [RHICommandList.cpp:592] UE4Editor-RHI!FRHICommandListExecutor::ExecuteList(FRHICommandListImmediate &) [RHICommandList.cpp:642] UE4Editor-RHI!FRHICommandList::EndDrawingViewport(FRHIViewport *,bool,bool) [RHICommandList.cpp:1524] UE4Editor-SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate &,FViewportInfo &,FSlateWindowElementList &,FSlateDrawWindowCommandParams const &) [SlateRHIRenderer.cpp:982] UE4Editor-SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_076ca5c89cb03ad0d8e3fd21b4a903a2> > >::ExecuteTask [TaskGraphInterfaces.h:842] UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:686] UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:582] UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:333] UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:464] UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96] UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53] KERNEL32!974b0000 + 14034 ntdll!99030000 + 73691
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