The Infamous D3D Device Lost Crash

I’m just beginning my first tutorial for UE and keep getting this crash. After searching the forum and the web, I still haven’t found a fix that works. I’d appreciate any help from a more experienced user.

The issue:

Listed here as “fixed” - but, as far as I can determine, it doesn’t 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.

.

Same issue here

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 you’ll find something there that works.

See Unreal Engine is exiting due to D3D device being lost.

I know this post is getting a bit aged, I too have been plagued with this, so much so I started having BSOD issues, and all signs pointed to bad GPU. Well… 2 months and $2600 later on a new system… same issue. Today I just found a random post about using debug mode in NVidia Control panel, and I thought oh ■■■■ that disables things like Reflex and “auto overclocking” and the such but guess what. Just put in like 6hrs on a raytracing everything ArchViz project and not a single crash. (Used to happen like every 20-25min.)

The overclocking issue / Debug Mode is mentioned in the link above :slight_smile:

Regardless, it is not something you should have to do, given the expense.

Hello Guys,
I’m only keeping you updated with my specifications and workaround. I’m 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 (didn’t 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 “Forward Rendering” .
Windows 10 - 64 bits I5 3.4 ghz GTX 550 ti

I also had some success with running the Editor with -dxddebug although I don’t 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.

Whenever I attempt to play ‘Dead by Daylight’ I receive this crash report.
I haven’t 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 - ‘HUNG’)

KERNELBASE {0x0000000000000000} + 212056 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 7641053 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 7373802 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 7290584 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 10495121 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 10498668 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 10461038 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 11292252 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 23100711 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 11376720 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 11365521 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 6680410 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 6680653 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 11379142 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 11379288 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 7637735 bytes
DeadByDaylight_Win64_Shipping {0x0000000000000000} + 7596428 bytes
kernel32 {0x0000000000000000} + 33636 bytes
ntdll {0x0000000000000000} + 422097 bytes

Hey Darkwolf2017,

This forum is for issues discovered while working in the Unreal Engine. For issues with games made using Unreal Engine 4, you’ll need to visit the developer’s forums and report the issue there.

For your convenience, here is a link to the Dead by Daylight bug reporting forums: Steam Community :: Error

Have a great day

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.

Mods/Admins?

What’s going on in this thread? Last response is 2019, several responses before that are from 2017, several before THOSE are from the last few weeks, this thread is like totally out of time.

The mods are tying to merge common questions into unioned topics. They’re hoping to turn the forums into some kind of knowledge base. I wish them the best of luck, as that would be a valuable outcome!

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For those of you still experiencing this, you can set the RHI target to and it will “fix” the issue. DX11 seems to also work but it will stutter for a few seconds instead of the usual crash. Not an ideal solution.

So this is a long and old running post but I can not find the answers I found before.

This occurred in the editor around Toast notifications like when blueprints or shaders were compiled. When the toast would fade out and be removed, BOOM, crash.

I had found some changes that I just kept in a personal perforce change list that gave the system retries ( I think it went to 10 ) for the attempt instead of crashing immediately and this basically made my experience stable again. But I am having a hard time finding that code again as this is now not happening on my system but on another persons. Has anyone come across those changes in their hunt for this? Id love to snag them again and get my shelf back just in case its needed.