Unfortunately, it has returned. Who has time for this?
So this particular error seems to be specific to some condition when the editor breaks from the blueprint followed immediately by a C++ breakpoint. Editor only, I have no reports of this happening during the game play in a build.
I truly wish I had the time and knowledge to work through this issue, but I come up short in both categories.
Unlike this bad boy, which is absolutely catastrophic, and caused me to have to use D3D11 in the first place. Feast your eyes on this:
This is interesting. Not near the type of gfx card I have, nevertheless, Iām getting ready to try the latest update, what could it all mean?
Read through the comments on the message board there and good for some gallows humor, itās a drastic mess. Wow.
Nobody knows yet the roots of this crash.
If this thing becomes permanent it will become Unrealās #1 defect for many, specially the players.
Yep, and Iāve been as guilty as the next guy about this I have to admit, so Iām sorry youāre mad about that. However, Iād also say, that given the crickets Iām hearing from anyone in the know on this topic, I doubt even shipping my machine in for repro of the issue would garner any difference in response weāve seen up to this moment. Especially since it ājust happenedā after more than a year on this version, and after the usual āupdate your driversā steps.
So here is system information to sufficiently describe an environment in which this issue will occur. I suspect it will be no less tricky to solve with this info as any other specs.
UE 4.24.2
Operating System: Windows 10 Enterprise 64-bit (10.0, Build 18363) (18362.19h1_release.190318-1202)
Language: English (Regional Setting: English)
System Manufacturer: To Be Filled By O.E.M.
System Model: To Be Filled By O.E.M.
BIOS: BIOS Date: 04/17/17 19:23:57 Ver: 05.0000C (type: BIOS)
Processor: AMD Ryzen 7 1700X Eight-Core Processor (16 CPUs), ~3.4GHz
Memory: 32768MB RAM
Available OS Memory: 32720MB RAM
Page File: 12707MB used, 24877MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Available, no HDCP
Microsoft Graphics Hybrid: Not Supported
DirectX Database Version: Unknown
DxDiag Version: 10.00.18362.0387 64bit Unicode
Card name: NVIDIA GeForce GTX 1050 Ti
Manufacturer: NVIDIA
Chip type: GeForce GTX 1050 Ti
DAC type: Integrated RAMDAC
Device Type: Full Device (POST)
Device Key: Enum\PCI\VEN_10DE&DEV_1C82&SUBSYS_245419DA&REV_A1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 20378 MB
Dedicated Memory: 4018 MB
Shared Memory: 16360 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
HDR Support: Not Supported
Display Topology: Extend
Display Color Space: DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
Color Primaries: Red(0.639648,0.337891), Green(0.315430,0.623047), Blue(0.151367,0.063477), White Point(0.313477,0.329102)
Display Luminance: Min Luminance = 0.500000, Max Luminance = 270.000000, MaxFullFrameLuminance = 270.000000
Monitor Name: ASUS MX279
Monitor Model: MX279
Monitor Id: ACI27C3
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: HDMI
Monitor Capabilities: HDR Not Supported
Display Pixel Format: DISPLAYCONFIG_PIXELFORMAT_32BPP
Advanced Color: Not Supported
Driver Name: C:\WINDOWS\System32\DriverStore\FileRepository
v_dispi.inf_amd64_628fd811d3528c5d
vldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository
v_dispi.inf_amd64_628fd811d3528c5d
vldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository
v_dispi.inf_amd64_628fd811d3528c5d
vldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository
v_dispi.inf_amd64_628fd811d3528c5d
vldumdx.dll
Driver File Version: 27.21.0014.6172 (English)
Driver Version: 27.21.14.6172
DDI Version: 12
Feature Levels: 12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1
Driver Model: WDDM 2.6
Graphics Preemption: Pixel
Compute Preemption: Dispatch
Miracast: Not Supported by Graphics driver
Detachable GPU: No
Hybrid Graphics GPU: Not Supported
Power P-states: Not Supported
Virtualization: Paravirtualization
Block List: No Blocks
Catalog Attributes: Universal:False Declarative:False
Driver Attributes: Final Retail
Driver Date/Size: 2/22/2021 8:00:00 PM, 1049040 bytes
WHQL Logoād: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B71E3E-5FC2-11CF-7662-5A041BC2D635}
Vendor ID: 0x10DE
Device ID: 0x1C82
SubSys ID: 0x245419DA
Revision ID: 0x00A1
Driver Strong Name: oem49.inf:0f066de3900e3bc1:Section090:27.21.14.6172ci\ven_10de&dev_1c82
Rank Of Driver: 00D12001
Video Accel:
DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_D2010 DXVA2_ModeVC1_VLD DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeH264_VLD_NoFGT DXVA2_ModeHEVC_VLD_Main DXVA2_ModeHEVC_VLD_Main10 DXVA2_ModeMPEG4pt2_VLD_Simple DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC DXVA2_ModeVP9_VLD_Profile0 DXVA2_ModeVP9_VLD_10bit_Profile2
Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
D3D9 Overlay: Supported
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
MPO MaxPlanes: 1
MPO Caps: Not Supported
MPO Stretch: Not Supported
MPO Media Hints: Not Supported
MPO Formats: Not Supported
PanelFitter Caps: Not Supported
PanelFitter Stretch: Not Supported
@UnrealEnterprise
I totally get what you are saying, yes indeed I do. And I get, this is a very low level problem with many DoF and I know, will be extremely difficult to solve. Here is where the frustration comes in:
There is already a bug report in for this very specific issue AND with very detailed information pertaining to it here.
This crash started for me in Oct, 2020. I have never seen it in any version of the engine since 4.4 or 4.5 (donāt specifically remember which, but at the time I was a paying customer). My problem isnāt specifically that it is difficult to solve or that it is taking forever to get the resources to even investigate it. My problem is very specifically, that there is no response or acknowledgment to it. There is however a very distinct response from paying customers, and this is straight from experience:
REFUND
It isnāt enough to tell a paying customer that it is possibly an engine bug or an issue with the drivers or operating system update. They want to use the product they spent their, in most cases, hard earned dollars on. And given that it is the game/product you have sold them, it is unacceptable to pass the buck and simply only play the blame-game. You will get negative reviews and your business WILL suffer for it.
I have found this error crashes the game in release builds, Iāve received a report from a tester. I do hate that all I can do is complain about it! I donāt want to get into lamenting about the woes of my personal life, we all have troubles we each have to solve in our own way, but there is an up-front cost we have to pay to break free of āworkin for the manā as Iām sure you know! The UE royalty model is absolutely fantastic and only just shy of a miracle! I have been using it since 4.4 and have worked as a hobbyist since I discovered the editor in the original game, now pushing around 25 years. I canāt say enough, how much I appreciate the Engine and all the developers themselves with the tool we as the general public have at our disposal.
When one of us wins, we ALL win, truly!
But, if you make your million and you pay your royalty, then you give 100k in refunds due to a crash like this, do you get back your royalty at least? I donāt think so. Thus, you have to be guarded against refunds and this will cause devastating reviews. I have seen and lived this. It is a very difficult situation to navigate.
There is a massive breakdown however here: that is the non-response to this catastrophic issue not being caused by the end-users, in this case, us game developers. When bug reports donāt look like they have even been acknowledged as assigned or researched, that is a problem. And that is what my problem is. I think we can all forgive a situation when there is a difficult problem facing us, but not facing or acknowledging it is the greater problem.
Thanks for taking the time to read, I do appreciate your responses!
BTW, thanks for the tip with the log
Edit:
I should have mentioned, in the above post I alluded to, there were referenced 2 possible bugs, one with a fix and one backlogged. But neither are actually this specific error, so unfortunately no help there.
I have faced this and some other serious bug in packed games.
Forums of some big studios which released big titles in 2019-2020 are filled with user complaints about d3d device being lost. It does not look good when such serious bugs which affect end user are neither acknowledged nor fixed for so long. Acknowledging and giving a time frame for fixing will boost game dev confidence to work with the engine.
Some years back once you pack the game it used to work without much problem unlike the editor. Now though the editor has become a bit more stable, lot of bugs which is not visible in PIE is there in the packed game. (also for different hardware configurations).
Now days though I a developer who knows to modify the editor and engine, I am a bit afraid to start a game project in unreal because of all these bugs which get into the packed game.
Please focus on quality before feature and give the option to download unreal editor for game developers without all the content creators stuff.
This error not just for D3D, it is also happening in vulkan version of shipped project.
I did not get this error while testing on some systems. But its affecting someone else.
LowLevelFatalError [File:Unknown] [Line: 803]
VulkanRHI::vkQueueSubmit(Queue, 1, &SubmitInfo, Fence->GetHandle()) failed, VkResult=-4
at UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanQueue.cpp:71
with error VK_ERROR_DEVICE_LOST
Signal 11 caught.
Malloc Size=65538 LargeMemoryPoolOffset=65554
CommonUnixCrashHandler: Signal=11
Malloc Size=131160 LargeMemoryPoolOffset=196744
Malloc Size=131160 LargeMemoryPoolOffset=327928
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault
Please focus of fixing this before ue5. I prefer stability before features.
As it is happening in vulkan and other os too, does it mean that the issue much wider than being just a d3d bug?
Can someone please tell me what to do or where to look ? iām desperateā¦
Iāve been monitoring this thread and others in an attempt to see if there is any news on this topic and it is very unfortunately still quiet. On the X4 issue I alluded to in a previous post, which appears to be very similar, there is this update:
https://nvidia.custhelp.com/app/answers/detail/a_id/5174
nVidia appears to have made an update, however, this is not specific to my gfx. I have not yet made this update as I have not randomly encountered the issue in a while, not to say itās not still there, and since this is not specific to mine or testers hardware, for the moment Iām leaving status quo.
I would say, this is worth trying.
@devlyn811
Thanks a lot for the link. Happy that nv is trying to fix these bugs!.
Unfortunately it is still happening randomly is some heavy scene with lot of fx. (both on windows and linux). Also I packed and send using imgui plugin as someone above said that slate might be behind the crash, but it didnāt stop the crash.
Just an update from me. I upgraded to 466.11 Geforce drivers and am no longer experiencing the lost device issue or the choppy UI followed by the GPU hanging.
For anyone reading up on the error āUnreal Engine is exiting due to D3D device being lostā and finding this thread - reducing the GPU Clock solved this problem for me.
I first spent several hours testing everything from switching fullscreen/windowed, lowering graphics settings and capping the framerate, reinstalling my GPU drivers, tweaking the TDR Delay value, monitoring the GPU temp (below 75C) and memory, etc. My GPU was never overclocked, many other games working fine. Still got this fatal error from Unreal Engine after several minutes into the game.
Then I finally lowered the GPU Boost Clock by 170Mhz and the error never showed up again even on Ultra settings with 144Hz framerate.
I used Asus GPU Tweak tool, sure MSI Afterburner would work as well.
UPD. With MSI Afterburner I had to set Core Clock to -500 to make my RTX3070 stay below 1600 Mhz.
While my GPU was below 1600 Mhz the error never showed up and Unreal Engine worked stable all night long in Conan Exiles.
In principle, for different graphics cards try adjusting the Max Clock (Mhz) value so that your Max GPU Clock goes down by about 10%.
Lenovo Legion Y520 with Intel HD Graphics 630 and Nvidia GeForce GTX 1050 Ti. Having this error for a very long time now. Canāt use UE4 on my home machine. Tried everything (I think), and nothing works. Noticed that engine uses GPU 0 instead of GPU 1, wrote r.GraphicsAdapter = -2 into ConsoleVariable.ini, guess it looked like it has started with GPU 1 but still crash.
It freezes, GPU 0 goes up to 100% as anything happens within engine and screen starts blinking once per few seconds. Someone said that it is a typical issue with machines that uses multiple GPUs but this issue is way too popular across gamers and developers. Wonder why it is not in priority to be fixed for such a long time.
Iāve been trying everything, almost dressed myself as a taiko drummer and started the show but before I dived into older versions and saw comments about deprecated stuff on the road map of UE4 and installed version 4.17.2 which seems to be working just fine, meanwhile all newest versions producing the error. I hope this information will be helpful.
I wish that Unreal had a strong interest of stability and optimization at some point. In most cases the newest tech provides problem but never gets used by games, gamers or developers.
Simplicity is gold.
I have the same problem when opening and rendering more complex graphics. My 16 Gb graphics card is mostly only at 40 ā 50% utilization, despite that crahed at the end of the calculation of the Unreal Editor (4. 25 / 4. 26) at almost the half of my projects.
It appears to be related to a Timeout driver from Windows. My graphics card is always only at 40 ā 50% load, the processor at 100%
Have any of you already tried this workaround? (increase TdrDdiDelay)
Testing and debugging TDR during driver development - Windows drivers | Microsoft Docs
Do the same registry settings work with the current Windows version? Apparently, the architecture has changed a lot with the current update to 20H2.
Current Setup:
Edition Windows 10 Pro
Version 20H2
Intel 6 Core i7-8700 CPU @ 3.20GHz 3.20 GHz
64 GB RAM
1 TB M2 NVME
GPU 16 GB
- I have tried 466.47, I have tried 436.15, I have tried to use DDU.
- I have never installed GeForce Experience.
- Ryzen 5.
None of that helped me, I still suffer from crashes on 4.26 and 5.0. But thank you for the info about 4.23, this one doesnāt crash.
See my issue.
i cant understand this phase
( āhit that little multiple window or ārestore downā button and then just grab the corner and scale the window up to fill your screen.ā) you I need to scale down the view mode or something else???
Unplug the Oculus Quest Link consistently does the trick for me while having a SteamVR Vive connected.
When it is plugged in and compiling shaders/building light results in d3d device lost. Unplug the Oculus Quest Link cable and the building is fine.
So itās both having a Vive Headset connected using SteamVR AND do NOT plug in the Oculus Quest Link cable.
Hope this helps someone.
Itās amazing, but when I used windows 8.1, there were no such problems on versions (4.24 - 4.27 p2 and 5.0 EA)
Now I get an error completely randomly when I try to perform some action. (Win 10 21H1. dx11 1050ti OC)
I also notice some artifacts with the desktop when the engine is running.