Looking at the line in question in D3D11Util.cpp:
TerminateOnDeviceRemoved(D3DResult, Device);
TerminateOnOutOfMemory(D3DResult, false);
UE_LOG(LogD3D11RHI, Fatal,TEXT("%s failed
at %s:%u
with error %s"),ANSI_TO_TCHAR(Code),ANSI_TO_TCHAR(Filename),Line,*ErrorString);
My best guess is that you’re running out of memory, but it’s hard to say.