Just crashed again almost as soon as i opened the project scene
log part 1
Log file open, 11/22/19 10:49:16
LogWindows: Failed to load ‘aqProf.dll’ (GetLastError=126)
LogWindows: File ‘aqProf.dll’ does not exist
LogWindows: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
LogWindows: File ‘VtuneApi.dll’ does not exist
LogWindows: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
LogWindows: File ‘VtuneApi32e.dll’ does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: MyProject
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 35 total threads with 3 sets of task threads.
log part 2
LogInit: - BufferSize = 65536
LogOnline: OSS: Creating online subsystem instance for: NULL
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogInit: Build: ++UE4+Release-4.23-CL-9631420
LogInit: Engine Version: 4.23.1-9631420+++UE4+Release-4.23
LogInit: Compatible Engine Version: 4.23.0-8386587+++UE4+Release-4.23
LogInit: Net CL: 8386587
LogInit: OS: Windows 10 (Release 1903) (), CPU: Intel(R) Core™ i9-8950HK CPU @ 2.90GHz, GPU: Intel(R) UHD Graphics 630
LogInit: Compiled (64-bit): Oct 18 2019 02:07:44
LogInit: Compiled with Visual C++: 19.16.27030.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.23
LogInit: Command Line:
LogInit: Base Directory: C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogDevObjectVersion: Number of dev versions registered: 23
log part 3
[2019.11.22-10.59.28:055][107]LogEditorSessionSummary: EditorSessionSummary sent report. Type=Crashed, SessionId={EE5453B5-4ABE-AE9A-324D-4D98EDF3DE31}
[2019.11.22-10.59.28:055][107]LogEditorSessionSummary: EditorSessionSummary sent report. Type=Shutdown, SessionId={4FFBF9E4-4C94-3A82-C6A7-73BCDDAF573B}
[2019.11.22-11.17.42:844][675]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001)
[2019.11.22-11.17.42:845][675]LogD3D11RHI: Error: Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp:348
with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG
[2019.11.22-11.17.42:845][675]LogD3D11RHI: [Aftermath] GDynamicRHI=000001C68BB0C0C0, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0
[2019.11.22-11.17.42:845][675]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2019.11.22-11.17.44:815][675]LogWindows: FPlatformMisc::RequestExit(1)
[2019.11.22-11.17.44:815][675]LogThreadingWindows: Error: Runnable thread RenderThread 3 crashed.
[2019.11.22-11.17.44:815][675]LogWindows: Error: === Critical error: ===
[2019.11.22-11.17.44:815][675]LogWindows: Error:
[2019.11.22-11.17.44:815][675]LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198]
[2019.11.22-11.17.44:815][675]LogWindows: Error: Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
[2019.11.22-11.17.44:824][675]Log file closed, 11/22/19 11:17:44