D3D device being lost (IN EDITOR)

It’s a new day and a new crash!

Every 15-20 minutes I get this crash. I have tried multiple tutorials on fixing this, including going into regedit to no avail. I had to revert to DX-11 just to keep UE open for longer than 3 seconds, so this is…no fun. But it is killing my workflow. Any help would be greatly appreciated. Thank you!


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Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 180] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - ‘INTERNAL_ERROR’)

UnrealEditor_D3D11RHI!TerminateOnDeviceRemoved() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:190]
UnrealEditor_D3D11RHI!VerifyD3D11Result() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:259]
UnrealEditor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Query.cpp:355]
UnrealEditor_D3D11RHI!FD3D11Viewport::WaitForFrameEventCompletion() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Public\D3D11Viewport.h:73]
UnrealEditor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:789]
UnrealEditor_RHI!FRHICommand<FRHICommandEndDrawingViewport,FRHICommandEndDrawingViewportString2071>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1105]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]
UnrealEditor_RHI!FRHICommandListImmediate::ExecuteAndReset() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:918]
UnrealEditor_RHI!FRHICommandListImmediate::EndDrawingViewport() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1432]
UnrealEditor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\SlateRHIRenderer\Private\SlateRHIRenderer.cpp:1491]
UnrealEditor_SlateRHIRenderer!TEnqueueUniqueRenderCommandType<FSlateRHIRenderer::DrawWindows_Private'::51’::SlateDrawWindowsCommandName,<lambda_5c81d6f376754f0b4777a7046c176821> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<FSlateRHIRenderer::DrawWindows_Private'::51’::SlateDrawWindowsCommandName,<lambda_5c81d6f376754f0b4777a7046c176821> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:416]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:542]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]