Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 859] hr failed at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:629 with error DXGI_ERROR_DEVICE_REMOVED with Reason: 887A002B
UnrealEditor_D3D12RHI!D3D12RHI::VerifyD3D12Result() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:859]
UnrealEditor_D3D12RHI!FD3D12Adapter::CreatePlacedResource() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:629]
UnrealEditor_D3D12RHI!FD3D12PoolAllocator::CreatePlacedResource() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:402]
UnrealEditor_D3D12RHI!FD3D12PoolAllocator::AllocateResource() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:331]
UnrealEditor_D3D12RHI!FD3D12PoolAllocator::AllocDefaultResource() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:243]
UnrealEditor_D3D12RHI!FD3D12DefaultBufferAllocator::AllocDefaultResource() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp:1468]
UnrealEditor_D3D12RHI!FD3D12Adapter::AllocateBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:365]
UnrealEditor_D3D12RHI!<lambda_0b90fb8f66ed510de1bcd4e7c1c80dd7>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:441]
UnrealEditor_D3D12RHI!FD3D12Adapter::CreateRHIBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:425]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::CreateD3D12Buffer() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:601]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::CreateBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:573]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::CreateBuffer_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:559]
UnrealEditor_RenderCore!FRDGBufferPool::FindFreeBufferInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphResourcePool.cpp:89]
UnrealEditor_RenderCore!FRDGBuilder::BeginResourceRHI() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:3113]
UnrealEditor_RenderCore!FRDGBuilder::ConvertToExternalBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:576]
UnrealEditor_RenderCore!FRDGBuilder::SetupBufferUploads() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2050]
UnrealEditor_RenderCore!FRDGBuilder::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1448]
UnrealEditor_Renderer!CaptureSceneToScratchCubemap() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ReflectionEnvironmentCapture.cpp:851]
UnrealEditor_Renderer!TEnqueueUniqueRenderCommandType<CaptureSceneIntoScratchCubemap'::
4’::CaptureCommandName,<lambda_5cb1bf029c0babbf0c4cf05c492ea581> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193]
UnrealEditor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<CaptureSceneIntoScratchCubemap'::
4’::CaptureCommandName,<lambda_5cb1bf029c0babbf0c4cf05c492ea581> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]