Error occurs only with models with skeletal meshes(models without bones works fine) made in MakeHuman application, Error also occurs in one particular project, i tried to open same models in another project and they work fine. Video below show my problem
Error text:
MachineId:4024978D4734E078EE6C0692D68BE984
EpicAccountId:afdf5b1bd39240bf89086d4296721592
Fatal error: [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 180]
Unreal Engine is exiting due to D3D device being lost. D3D device was not available to assertain DXGI cause.
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:186]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceFloatData() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:1178]
UE4Editor_RHI!FRHICommandListImmediate::ReadSurfaceFloatData() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:2733]
UE4Editor_Renderer!GetReflectionCaptureData_RenderingThread() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:1015]
UE4Editor_Renderer!TGraphTask<FScene::GetReflectionCaptureData'::
2’::EURCMacro_GetReflectionDataCommand>::ExecuteTask() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:999]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]