Since today I am getting D3D device lost crashes on any of my 4.15.1 projects.
Both the engine compiled from source as well as new projects through launcher.
Both log attached are from two new test projects.
thirdperson, add a landscape.
To put some pressure on the GPU I added the LAM from marketplace to it.
Up till here both projects start up fine.
when enabling depth fields under lighting section in project settings and restarting the editor, it crashes and will continue to crash any time I try to open the project.
Our code version also has depth fields activated due to dynamic lighting and also crashes on startup of the editor.
Is there a way to disable the depth fields so I can test if they are the cause at this time?
I found the entries within both engine.ini files and desabled mesh distance fields there. Editor loads normally again. re-enabling them crashes the engine again. So the issue for us seems to be triggered when enabling the mesh distance field in project settings. This behavior happens on both projects build from the code version of 4.15.1 as well as empty BP projects created through the Epic launcher.
Still receiving it while doing other actions in the editor as well. simply placing an object or opening a blueprint can crash it.
Since 4.13 has issues under the new windows 10 release with dropdown menuâs not working normally and 4.14 and 4.15 constantly give d3d device errors we have no working engine version at this time.
We have several cases causing the D3D Device being lost. We plan to incorporate Nvidia Aftermath in an upcoming patch that will assist us with gathering information.
What I may ask of you is to get the latest drivers and test this once again after we release another patch.
Ah, sorry if I wasnât clear. What I mean is once we release our patch and are ready to test for the d3d issue that is when we may start asking users to get the latest drivers and try to reproduce the crash in that engine version.
Whenever I attempt to play âDead by Daylightâ I receive this crash report.
I havenât found anyway to fix it on my end.
Fatal error: [File:D:\Jenkins\workspace\DBD_L_ND\UnrealEngine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - âHUNGâ)
This forum is for issues discovered while working in the Unreal Engine. For issues with games made using Unreal Engine 4, youâll need to visit the developerâs forums and report the issue there.
For your convenience, here is a link to the Dead by Daylight bug reporting forums: Steam Community :: Error
Hello Guys,
Iâm only keeping you updated with my specifications and workaround. Iâm experiencing the same reported problem with the following specifications:
Windows 10 - 64 bits
I7 3.4 ghz
GTX 550 ti (Geforce driver 381.65)
In my case, the editor crashed everytime I tried to open an animation blueprint and I tried the following:
Disabling Real-Time Thumbnails (didnât work)
Running the engine with -dx12 (it worked, but my editor was extremelly slow)
Running the engine with -opengl4 (same here)
Using Forward Rendering (success, it has worked)
So Far so good another one for âForward Renderingâ .
Windows 10 - 64 bits I5 3.4 ghz GTX 550 ti
I also had some success with running the Editor with -dxddebug although I donât know why this would be the case?? still locks entire system but only once an hour or so. which was great compared to once ever few minutes.
I can work again, for the heads up. I see Epic says the UE-42280 error is expected to be corrected for UE4.17
hope this comes to pass.
I found Lost 3D Device error happens almost immediately in Soul Calibur 6 when my desktop has just be turned on, then it becomes less frequent as the PC warms up. This suggests it is due to a still-cold power supply being unable to meet the peak demand of the GPU. Some voltage may be dropping too low and hanging the GPU.
I donât normally post here as I very rarely have any issues that I canât find solutions to on google, but it seems that I have hit a roadblock and will required some input from this outstanding community.
I have updated to 4.24.1 and have started a small project and have come across the infamous D3D device being lost âInternal Errorâ issue.
After crashing every 5 minutes using UE 4.24 and having NO problems with 4.23 I finally found a fix for myself.
I no longer crash due to D3D Device being lost for any reason after switching from Nvidiaâs game drivers to Nvidiaâs Studio Drivers in Geforce Experience.
I have been able to use 4.24 for hours without crashing due to D3D Device Lost. Havenât crashed once since switching to the Studio Drivers.
I donât know what they changed, but I did a clean installation and had no problems afterwards. For those of you having the D3D crash, can you see if this also fixes your D3D crashes?
Iâm just beginning my first tutorial for UE and keep getting this crash. After searching the forum and the web, I still havenât found a fix that works. Iâd appreciate any help from a more experienced user.
The issue:
Listed here as âfixedâ - but, as far as I can determine, it doesnât indicate what the fix is.
My rig:
UE 4.26 (also crashed in 4.25)
Win 10
Nvidia Studio driver 460.89
Ryzen 3950X
EVGA FTW3 RTX 2070 Super
Steps tried:
-uninstalled and reinstalled the Epic Launcher and the UE editor
-updated to the latest NVidia Studio driver
-changed display resolution to and from 4k
-changed display color depth between 8bit and 10bit
-confirmed that D3D is activated
-searched the UE forum
-whined and felt sorry for myself
The Editor will open and stay open on its own, but it always crashes within a few minutes after I start moving objects around in the viewport.
UE did run successfully one time before on this machine, when I followed a tutorial to connect my Oculus Quest to VR Preview. It worked beautifully that one time, then never ran without crashing again.
A common issue.
You can find various links on this forum that suggest help.
Gathered several of these together for the Technical Support section of our games steam forum.
Hopefully youâll find something there that works.