Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
I keep getting this after upgrading to the latest Nvidia driver. I then rolled back the driver to 1 month ago and it keeps happening.
Tried running my project from last working backup and get the same error.
I’m going to try uninstalling ue4 and reinstalling see if that fixes it…
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EpicAccountId:34e51e6b3d6348f3ae48702501800d2d
Fatal error: [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 181]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:191]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:230]
UE4Editor_D3D11RHI!VerifyD3D11ShaderResult() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:253]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11shaders.cpp:181]
UE4Editor_RHI!FDynamicRHI::CreatePixelShader_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1993]
UE4Editor_RHI!FRHICommandListImmediate::CreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:2743]
UE4Editor_ShaderCore!RHICreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:3484]
UE4Editor_ShaderCore!FShaderCodeLibrary::CreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\private\shadercodelibrary.cpp:986]
UE4Editor_ShaderCore!FShaderCache::CreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\public\shadercache.h:245]
UE4Editor_ShaderCore!FShaderResource::InitRHI() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\private\shader.cpp:664]
UE4Editor_RenderCore!FRenderResource::InitResource() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderresource.cpp:33]
UE4Editor_RenderCore!FRenderResource::InitResourceFromPossiblyParallelRendering() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderresource.cpp:74]
UE4Editor_ShaderCore!FShaderResource::InitializeShaderRHI() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\private\shader.cpp:737]
UE4Editor_ShaderCore!FShader::GetPixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\public\shader.h:573]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::GetBoundShaderStateInput() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:901]
UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::DrawDynamicMesh() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1117]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthDynamic() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1439]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthInner() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1968]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepth() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:2073]
UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMapAtlases() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:2189]
UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMaps() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:2233]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:955]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1821]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::
26’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]