Unreal Engine crashes the NVIDIA display driver. This crash happens when accessing
certain editor windows as outlined below. I understand that there are other similar
reports, and that Epic staff are having trouble reproducing the issue. On my
machine however, this error is happening on a brand new project with only default
template content. Hopefully that will make this easier to reproduce. For reference
the other related reports are:
System Information
Operating System: Windows 7 Home Premium, 64-bit (Service Pack 1)
DirectX version: 11.0
GPU processor: GeForce GT 555M
Driver version: 376.19
Direct3D API version: 11
Direct3D feature level: 11_0
Memory: 8192MB RAM
Available OS Memory: 8096MB RAM
Resolution: 1920 x 1080
User DPI Setting: 130 DPI (135 percent)
System DPI Setting: 120 DPI (125 percent)
Steps to Reproduce
With the Unreal (Engine) Project Browser, create a new C++ project from the C++ tab.
Set the following project settings:
Template as “Top Down”.
Target hardware as “Desktop/Console”.
Quality as “Maximum Quality”
Starter Content as “No Starter Content”
Select the project name and location.
(I used “C:\UnrealTest” and “TestTopDown”.)
The project should be created with no issue. The editor
and Visual Studio should both open.
I don’t think this makes much of a difference, but I also waited
for Visual Studio to finish parsing included files before I
continued with these steps. While waiting the Unreal Editor
remained open and stable.
Using the content browser open “Content/Mannequin/Character/Mesh/SK_Mannequin”.
An editor window should open showing the Mannequin.
(I have experienced occasional, though inconsistent crashes just by
opening this asset.)
Maximize the new editor window to full screen.
A tool-box on the left hand side should contain variables associated
with the asset. Mouse over any of them such that a tool tip with the
variable’s description is shown. At this point the display driver
should crash and Windows should show a notification bubble that it
has recovered.
Additional Notes
On my end the crash is usually immediate. On occasion however, the driver
will survive the first few tool tips. It will always crash with multiple
attempts.
In addition to the above I’ve also attached the call stack at the time of
the crash and the log output using the “-d3ddebug” switch on the editor.
Update: The 4.14.2 Hotfix release should resolve this crash as well as others similar or related. If you are still getting this crash after updating, please let us know and we will continue to track down the issue.
A good portion of these crashes are related to lower end machines using less RAM which is where the HUNG or REMOVED error message. We will continue to investigate this issue, and try to reproduce this crash internally to get a fix in place.
Thank you for providing a link to the issue listing for this bug. I also wanted
to add that reverting the driver to 375.70 as learningOver suggested does not
resolve the issue.
Fortunately, Unreal Engine v4.13.2 is stable using the 376.19 driver, so I’ll
continue using that version for now.
Same issue here with 4.14 My Engine keeps on crashing every single time I open. I also can’t downgrade my driver since Windows 10 has an issue wherein you can’t install your own driver and must be downloaded from the Windows Update process.
I’m using Unreal 14.4.2 compiled from sources. I have GTX 460.
In attach the call stack which ends with :
UE4Editor-D3D11RHI.dll!FD3D11Viewport::PresentChecked(int SyncInterval) Line 267
In attach you can see the log with -d3ddebug
The operations I do:
I press F5 to launch debug of my project in Visual Studio
I navigate to Content/ThirdPerson/Blueprints/ThirdPersonCharacter (which is BluePrintClass)
I open it
In the Class Defaults window I go under Mesh / Skeletal Mesh, and change the ThirdPersonSkeletalMesh with my mesh: kran_baserig_1_4
I see the thumbnail getting updated and I see my char there, then black screen for 2 seconds, then the crash pop-up. NVidia tray icon is telling me the device stopped working. I’m using drivers 376.33
The project contains some proprietary art, but I can share it with you under NDA if you think it may be useful.
I can reproduce this 100% of the time (also after full PC restart).
I also have other crashes ending with D3D11Util.cpp Line 176
Have you clicked on the bug report link I provided recently?
There is a QFE available which was made specifically to address this crash and one another that was very similar. These two crashes were occurring far too often so we decided to push out a QFE to have them addressed. It will also be addressed in the hotfix.
Hi Andrew, sure I’ve seen it, but I’m using 4.14.2 compiled from sources, for this reason when I launch the hotfix it says it cannot find an unreal installation. I discussed about this issues also here: https://answers.unrealengine.com/questions/539008/unreal-engine-is-exiting-due-to-d3d-device-being-l-1.html . Where Ed suggested a specific code patch (probably the one contained in the QFE?) but this I already have in my codebase, so it’s not solving the issue. Thanks in advance for anything you can do about this issue. Its a real pain!
This fix resolved a number of these crashes, but did not catch all of them with a single fix. Could you provide us with your repro steps to get this crash to occur in a blank project, as well as your ‘dxdiag’ so we can take a look at your system specs?
Basically, it detects if your GPU is hung up and if it passes a certain amount of time Windows will automatically reset the GPU resulting in the crash. This is done to prevent a freeze forcing a hard reboot of the system.
Sometimes you need to add a little more time for your GPU to process before Windows causes the reset. To do this you need to change the TDR delay.
I have two suggestion on how to do this you can do it manually yourself OR you can download a tool that will do it for you. However, I haven’t used the tool that much myself but it does appear to work. (Use at your own risk)
It’s been a while so I decided to try the updates and other workarounds mentioned on the forums. The crash is still present on 4.14.3, but it’s harder to trigger it with the original repro steps. I’ve added these additional steps which do produce the crash reliably:
Close the “SK_Mannequin” asset.
Open “Content/Mannequin/Animations/ThirdPerson_AnimBP”.
UE 4.14.3 (-d3ddebug)
result: crash
The original steps were enough to trigger the crash. However, it’s harder to reproduce the issue that way. Following the additional steps reproduces the crash reliably.
UE 4.14.3 (-d3ddebug, TdrDelay set to 10)
result: crash
The modified steps were enough to trigger the crash. It took longer for the display driver to reset, and editor appeared frozen before the reset.
UE 4.14.3 (-d3ddebug, NO Real-Time Thumbnails)
result: no crash
The modified steps did not trigger the crash. Even heavyweight things like rebuilding lighting, opening multiple blueprints, materials, etc. couldn’t trigger a crash.
Workaround:
Open the editor, open the Content Browser, select View Options (eye icon bottom right), and uncheck Real-Time Thumbnails.