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Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 183] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
UnrealEditor_D3D11RHI!TerminateOnDeviceRemoved() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:193]
UnrealEditor_D3D11RHI!VerifyD3D11Result() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:257]
UnrealEditor_D3D11RHI!CreateAndUpdatePooledUniformBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11UniformBuffer.cpp:152]
UnrealEditor_D3D11RHI!FD3D11DynamicRHI::RHICreateUniformBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11UniformBuffer.cpp:192]
UnrealEditor_Renderer!FPrimitiveSceneInfo::AddToScene() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp:1326]
UnrealEditor_Renderer!FScene::UpdateAllPrimitiveSceneInfos() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:4891]
UnrealEditor_Engine!FSceneInterface::UpdateAllPrimitiveSceneInfos() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SceneInterface.cpp:16]
UnrealEditor!TEnqueueUniqueRenderCommandType<FEngineLoop::Tick'::
30’::UpdateScenePrimitivesName,<lambda_8c3b97c10eab5cb9dfe51144b4faf6e4> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193]
UnrealEditor!TGraphTask<TEnqueueUniqueRenderCommandType<FEngineLoop::Tick'::
30’::UpdateScenePrimitivesName,<lambda_8c3b97c10eab5cb9dfe51144b4faf6e4> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]