Announcement

Collapse
No announcement yet.

to developers, ue 4.14 crashes! - Error: 0x887A0006 - 'HUNG'

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #91
    Originally posted by TheSlowLourse View Post
    Before finding the above workaround i had been testing the launch option -opengl4 which in my case stabilized 4.14.3 for what i use it for i did notice some material setups i had made did not function in this rendering mode.
    Glad it helps! Yeah, I had been stuck using opengl as well and it's compatibility/performance isn't all that great. I spent a great deal of time trying to rule things out and it all honed in on the real-time thumbnails. I can't even tell you how many hours I spent trying to figure it all out.

    The only other thing that I've noticed is that it does cause a little bit of hard drive thrash on each thumbnail highlight. I'm probably going out on a limb here, because I don't really know the inner workings of the editor or the graphics drivers, but maybe the graphics card expects information to be loaded and if the hard drive doesn't load it in a specific amount of time, then it causes the graphics card to hang or be removed(my error is almost always gfx removed). Another possibility is that it's getting stuck in some infinite loop; which sounds the most likely to me. I'm sure a dev could debunk these theories though.

    I can definitely say that as the program gets ready to crash, gpu usage shoots up to 100%. You can even draw back the settings to the point that the card doesn't even use 30% of the gpu, while playing in viewport, and it will still shoot up to 100% usage when the thumbnail crash happens. I will have to play around with it all some more and see because it doesn't seem to be tied to the TDR settings either. I can set TDR to something higher and all it will do is make my computer sit there for that duration before it crashes the rest of the way out. You can try underclocking into oblivion and it doesn't change anything either. Example: I can underclock to 1/5th of the gpu's normal stats and it will crash every time.

    Comment


      #92
      I'm on 4.14.3 binary version. Currently, as soon as I open my master animation blueprint this crash occurs. My animation blueprint is quite complex and uses many nodes and I had ~6 tabs open. This crash didn't occur in 4.12.5.

      Is the new layout of the animation editor more rendering intensive?

       
      Spoiler

      Comment


        #93
        Thank you IronicParadox, 4.14.3 was unusable until i turned off "real-time thumbnails". Whether it still crashes from other issues . . . i hope not. But again thank you, had been very frustrating.

        Comment


          #94
          I switched to Forward Rendering and have since then no more crashes. I think the GBuffer got too big to handle for my graphic card when using the animation blueprint.

          Comment


            #95
            Hi all.

            I'm glad that some of you are finding workarounds for this issue.

            I want to update all of you that we are still looking into these crashes, and we have logged a new ticket for tracking them: https://issues.unrealengine.com/issue/UE-42280

            Cheers
            Stephen Ellis | Senior Engine Coordinator

            Comment


              #96
              Turning off the Real-time Thumbnails seems to have helped here. I also disabled realtime view in the editor, show FPS and stats and the r.[something something] setting.

              Comment


                #97
                I just updated to 4.15.2 (from 4.15.1) and am now having this problem for the first time ever. I crash randomly within 5 minutes of running the game. I have a gtx1080 and have the latest drivers installed. Very frustrating that I can't go back to 4.15.1 which worked great for me. (My performance is always significantly worse with sceneCaptures.)
                Last edited by Ian Proulx; 05-02-2017, 08:11 PM.

                Comment


                  #98
                  same problem on NVidia drivers (382.05). Older drivers were not showing the crash. You can try reverting to a previous driver.

                  Comment


                    #99
                    My UE 4.16.1 suddenly became very unstable and is constantly crashing with this issue :

                    Crash due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
                    https://issues.unrealengine.com/issue/UE-42280

                    So after reading about this i've tried the following solutions:
                    -Remove 4.16 completely and reinstall. : FAIL
                    -Uncheck realtime thumbnails in content browser : FAIL
                    -Downgrade the nvidia display driver to legacy versions : FAIL
                    -Use MSI Afterburner to clock down the GPU : FAIL
                    -Run Engine with -dx12 : FAIL
                    -Change to use forward render : SUCCESS

                    So all attempts to fix this fails except removing the deferred render option.
                    But this is no solution, as i need the deferred render for my project.

                    So is this a pure driver issue? 4.14.3 works without any problems.
                    Is there a fix in sight? as per now 4.16 is broken for me

                    Comment


                      Please please please please please please please fix this soon.
                      It makes UE4 entirely unusable and has halted my project.

                      Open skeletal mesh, animation, persona in general? Crash half the time.
                      Doing anything, especially in compiling big BP's? Crash half the time
                      Open particle system editor? 100% crash.
                      Add scene reflection sphere? Crash.

                      The list goes on and on. I've been counting them and I've had over 100 crashes the last few weeks alone and some areas of the editor are entirely unreachable because they always crash.

                      I have tried ALL suggested workarounds, nothing works.

                      If I can help in any way - let me know. I've been sending crash logs the whole time.
                      One man developer on "We who are about to Die"
                      Official Subreddit
                      Youtube - Twitter - Facebook

                      Freelance Illustration & Concept Artist - for hire.
                      http://jordylakiere.com/

                      Comment


                        Originally posted by jordylakiere View Post
                        Please please please please please please please fix this soon.
                        It makes UE4 entirely unusable and has halted my project.

                        Open skeletal mesh, animation, persona in general? Crash half the time.
                        Doing anything, especially in compiling big BP's? Crash half the time
                        Open particle system editor? 100% crash.
                        Add scene reflection sphere? Crash.

                        The list goes on and on. I've been counting them and I've had over 100 crashes the last few weeks alone and some areas of the editor are entirely unreachable because they always crash.

                        I have tried ALL suggested workarounds, nothing works.

                        If I can help in any way - let me know. I've been sending crash logs the whole time.
                        Are you sure that you've correctly tried all of the work arounds? If you set it into forward rendering mode, you'd have to restart the editor because it will have to recompile every single shader in your game and usually takes forever and a day on that first relaunch; after you change to FR. I'm around 95% sure you won't have any more crashes like that.

                        Though while I'm here, I may as well complain some more about getting these crashes left and right. Even though it crashes all the time, I still stay in deferred rendering because I need it for effects and things that aren't supported in forward rendering. For me, it's always the DXGI removed error and never the hung error. I'm not going to submit 30 error reports per day, so please don't ask for anymore of them. A while back, I sifted through the source code to see the errors and if I recall correctly, it was being removed due to an unknown error, so it defaults to the "removed" error in those cases. I'd have to double check though.

                        My guess is that it has to be some kind of low level interfacing issue between the deferred rendering engine(mostly directx, but still crashes in opengl here and there), the directx/ogl api and the video card drivers. It started around 4.12 or 4.13 because before that, I had never once had a crash like that. I remember testing it out where I still had the previous engine version installed. I couldn't get it to crash no matter how hard I tried and yet the later version would crash on demand; every time. Therefore, I'm almost positive that the problem lies with the unreal engine and I doubt that nvidia/amd drivers are to blame because those drivers were a variable that was held constant.

                        Comment


                          Just a quick question. Has anyone experienced this crash in a packaged build? I've been using the UE4 Editor (4.15.3) without any crashes, yet I've been getting more and more reports of the game crashing with this error report:

                          <ErrorMessage>LowLevelFatalError [File:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 181] &nl;Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - &apos;HUNG&apos&nl;</ErrorMessage>
                          I'm just wondering if this crash is related to the editor only or if this also affects a packaged build?
                          I can run my game fine and it seems that the affected GPU cards correspond with my own reports.
                          Last edited by Joure; 06-24-2017, 12:46 PM.

                          Comment


                            Hi all,


                            Since the release of drivers 382.33 on the 22nd of May, several Unreal Engine 4 games have been affected by heavy system crashes that make playing such games impossible.


                            The issue I'm talking about is this one: https://issues.unrealengine.com/issue/UE-42280


                            The problem persists even after the release of the drivers 382.53 on the 9th of June.


                            The last working drivers seem to be 382.05 released on 4th of May.


                            As such, I would like to receive all possible information on this issue, on what is causing it and how to circumvent it if possible. Even more important, I would like to know if Epic Games is actively working with Nvidia to solve this issue at its source (like AMD should be doing, as stated here: https://community.amd.com/message/2802464 )


                            Thanks a lot!


                            Here's an open list of games experiencing (allegedly) the same problem:


                            Dead by Daylight


                            https://steamcommunity.com/app/38121...7458932/?ctp=7


                            Downward (Our Game)


                            http://steamcommunity.com/app/506900...1308590233607/


                            EVERSPACE


                            https://forum.everspace-game.com/dis...0/crash-roport


                            Friday The 13th - The Game


                            https://www.reddit.com/r/F13thegame/..._device_being/


                            Little Nightmares


                            https://steamcommunity.com/app/42484...5556490497561/


                            Playerunknown's Battlegrounds


                            http://forums.playbattlegrounds.com/...or-0x887a0006/


                            TEKKEN 7


                            https://steamcommunity.com/app/38973...7837622204814/

                            Comment


                              Originally posted by FraZack View Post
                              Hi all,


                              Since the release of drivers 382.33 on the 22nd of May, several Unreal Engine 4 games have been affected by heavy system crashes that make playing such games impossible.


                              The issue I'm talking about is this one: https://issues.unrealengine.com/issue/UE-42280


                              The problem persists even after the release of the drivers 382.53 on the 9th of June.


                              The last working drivers seem to be 382.05 released on 4th of May.


                              As such, I would like to receive all possible information on this issue, on what is causing it and how to circumvent it if possible. Even more important, I would like to know if Epic Games is actively working with Nvidia to solve this issue at its source (like AMD should be doing, as stated here: https://community.amd.com/message/2802464 )


                              Thanks a lot!


                              Here's an open list of games experiencing (allegedly) the same problem:


                              Dead by Daylight


                              https://steamcommunity.com/app/38121...7458932/?ctp=7


                              Downward (Our Game)


                              http://steamcommunity.com/app/506900...1308590233607/


                              EVERSPACE


                              https://forum.everspace-game.com/dis...0/crash-roport


                              Friday The 13th - The Game


                              https://www.reddit.com/r/F13thegame/..._device_being/


                              Little Nightmares


                              https://steamcommunity.com/app/42484...5556490497561/


                              Playerunknown's Battlegrounds


                              http://forums.playbattlegrounds.com/...or-0x887a0006/


                              TEKKEN 7


                              https://steamcommunity.com/app/38973...7837622204814/
                              I guess this answers my question...

                              Comment


                                Originally posted by IronicParadox View Post
                                Are you sure that you've correctly tried all of the work arounds? If you set it into forward rendering mode, you'd have to restart the editor because it will have to recompile every single shader in your game and usually takes forever and a day on that first relaunch; after you change to FR. I'm around 95% sure you won't have any more crashes like that.

                                Though while I'm here, I may as well complain some more about getting these crashes left and right. Even though it crashes all the time, I still stay in deferred rendering because I need it for effects and things that aren't supported in forward rendering. For me, it's always the DXGI removed error and never the hung error. I'm not going to submit 30 error reports per day, so please don't ask for anymore of them. A while back, I sifted through the source code to see the errors and if I recall correctly, it was being removed due to an unknown error, so it defaults to the "removed" error in those cases. I'd have to double check though.

                                My guess is that it has to be some kind of low level interfacing issue between the deferred rendering engine(mostly directx, but still crashes in opengl here and there), the directx/ogl api and the video card drivers. It started around 4.12 or 4.13 because before that, I had never once had a crash like that. I remember testing it out where I still had the previous engine version installed. I couldn't get it to crash no matter how hard I tried and yet the later version would crash on demand; every time. Therefore, I'm almost positive that the problem lies with the unreal engine and I doubt that nvidia/amd drivers are to blame because those drivers were a variable that was held constant.

                                Yeah, I'll correct myself and say that forward renderer did fix the crashes, but it's the only thing that works, and I'm not sure forward rendering is right for my project. I was a bit afraid of switching because I haven't seen a proper list of what deferred vs forward entails (advantages/disadvantages) and what will break in my project.
                                One man developer on "We who are about to Die"
                                Official Subreddit
                                Youtube - Twitter - Facebook

                                Freelance Illustration & Concept Artist - for hire.
                                http://jordylakiere.com/

                                Comment

                                Working...
                                X