I see that this issue has been reported in a few other threads but I wanted to report that our team is in the process of upgrading from Unreal 5.4 to 5.5 and some of our QA testers are seeing this crash with a pretty high occurrence rate while loading into a particular level.
I haven’t been able to repro this myself (on a 4070) but our QA team is able to get this pretty reliably on their 30XX cards. Please let me know if there’s any settings you’d like to us toggle to gather info that might help you diagnose the root cause of the issue.
We have been able to mitigate the issue by disabling Nanite and Lumen async compute with:
r.Lumen.AsyncCompute=0
r.Nanite.Streaming.AsyncCompute=0
Here are the breadcrumbs from the crash:
`[2025.08.05-23.01.38:268][421]LogD3D12RHI: Error: [D3DDebug] ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware).
[2025.08.05-23.01.38:269][421]LogD3D12RHI: Error: GPU crash detected:
- Device 0 Removed: DXGI_ERROR_DEVICE_HUNG
[2025.08.05-23.01.38:270][421]LogRHI: Error: Active GPU breadcrumbs:
Device 0, Pipeline Graphics: (In: 0x80b60e5b, Out: 0x80b60e55)
(ID: 0x80b60d95) [ Active] Frame 51419
(ID: 0x80b60ebf) [ Active] FRDGBuilder::Execute
(ID: 0x80b60de5) [ Active] Scene
(ID: 0x80b60e51) [ Finished] ShadowDepths
(ID: 0x80b60e52) [ Finished] FVirtualShadowMapArray::BuildPageAllocation
(ID: 0x80b60e53) [ Finished] InitializePhysicalPages
(ID: 0x80b60e54) [ Active] ShadowDepths
(ID: 0x80b60e55) [ Active] BuildRenderingCommandsDeferred(Culling=%s)
(ID: 0x80b60e56) [ Active] RenderVirtualShadowMaps(Nanite)
(ID: 0x80b60e59) [ Active] Nanite::DrawGeometry
(ID: 0x80b60e5a) [ Active] NoOcclusionPass
(ID: 0x80b60e5b) [ Active] NodeAndClusterCull
(ID: 0x80b60e5c) [Not Started] RenderVirtualShadowMaps(Non-Nanite)`