下記のようなエラーが頻繁に起こりUEがクラッシュします。解決策ありませんか?

バージョンは4.27.2
モニターはすべてGPUに接続しています。
各スペックは以下の通りです。
OS:windows 10
intel core i7 - 11700k
メモリ:64GB
GPU:GeForce RTX 3070

下記のようなエラーが頻発します。
ドライバの更新やUE自体の再インストール等いろいろと検索で引っかかったものは試してみたんですが全然改善されませんでした。

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - ‘INTERNAL_ERROR’)

UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:208]
UE4Editor_D3D11RHI!VerifyD3D11Result() [D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:256]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Query.cpp:361]
UE4Editor_D3D11RHI!FD3D11Viewport::WaitForFrameEventCompletion() [D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Public\D3D11Viewport.h:101]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:798]
UE4Editor_RHI!FRHICommand<FRHICommandEndDrawingViewport,FRHICommandEndDrawingViewportString1884>::ExecuteAndDestruct() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:765]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:367]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:658]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:708]
UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1616]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\SlateRHIRenderer\Private\SlateRHIRenderer.cpp:1155]
UE4Editor_SlateRHIRenderer!TEnqueueUniqueRenderCommandType<FSlateRHIRenderer::DrawWindows_Private'::39’::SlateDrawWindowsCommandName,<lambda_f9feabdceba9d88a5c7b2ca3d59100d9> >::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183]
UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<FSlateRHIRenderer::DrawWindows_Private'::39’::SlateDrawWindowsCommandName,<lambda_f9feabdceba9d88a5c7b2ca3d59100d9> > >::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:710]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:602]
UE4Editor_RenderCore!RenderingThreadMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373]
UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]