When I created a new particle system, it crashes as soon as the system is turned on
Basic example Paticle will run, but crashes when you create a new module and press required in that module.
It will run on the new particle system, but if you press required as above, crashes will pop up.
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
I found that there is a conflict with geforce 560, is it true?
thank you for watching
LoginId:d8910d214fd05183b727c48afe1f605f
EpicAccountId:4c91f640513c46908418854a11a84e8d
Fatal error: [File:D:\Build++UE4+Release4.15+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:176]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateUniformBuffer() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11uniformbuffer.cpp:159]
UE4Editor_Engine!RHICreateUniformBuffer() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rhi\public\dynamicrhi.h:1328]
UE4Editor_Engine!TUniformBufferRef::CreateUniformBufferImmediate() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\public\uniformbuffer.h:128]
UE4Editor_Engine!FDynamicSpriteEmitterData::GetDynamicMeshElementsEmitter() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:1149]
UE4Editor_Engine!FParticleSystemSceneProxy::GetDynamicMeshElements() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6892]
UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1958]
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2617]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2860]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:589]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::
21’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]