The 4.14.2 release fixed some cases of this crash, but we are aware that other cases are still occurring. For ongoing crashes, a new ticket has been logged: https://issues.unrealengine.com/issue/UE-40824.
This ticket is marked as "Fixed" because the specific reproduction case has been resolved. Epic is still investigating other causes of this crash.
Error message:
Fatal error: [Link Removed] [Line: 176] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
Source Context:
161
162 const TCHAR* Reason = TEXT("?");
163 switch (hRes)
164 {
165 case DXGI_ERROR_DEVICE_HUNG:Reason = TEXT("HUNG"); break;
166 case DXGI_ERROR_DEVICE_REMOVED:Reason = TEXT("REMOVED"); break;
167 case DXGI_ERROR_DEVICE_RESET:Reason = TEXT("RESET"); break;
168 case DXGI_ERROR_DRIVER_INTERNAL_ERROR:Reason = TEXT("INTERNAL_ERROR"); break;
169 case DXGI_ERROR_INVALID_CALL:Reason = TEXT("INVALID_CALL"); break;
170 case S_OK:Reason = TEXT("S_OK"); break;
171 }
172
173 // We currently don't support removed devices because FTexture2DResource can't recreate its RHI resources from scratch.
174 // We would also need to recreate the viewport swap chains from scratch.
175 ***** UE_LOG(LogD3D11RHI, Fatal, TEXT("Unreal Engine is exiting due to D3D device being lost. (Error: 0x%X - '%s')"), hRes, Reason);
176 }
177 else
178 {
179 UE_LOG(LogD3D11RHI, Fatal, TEXT("Unreal Engine is exiting due to D3D device being lost. D3D device was not available to assertain DXGI cause."));
180 }
181
182 // Workaround for the fact that in non-monolithic builds the exe gets into a weird state and exception handling fails.
183 // @todo investigate why non-monolithic builds fail to capture the exception when graphics driver crashes.
184 #if !IS_MONOLITHIC
185 FPlatformMisc::RequestExit(true);
186 #endif
187 }
188 }
189
190 static void TerminateOnOutOfMemory(HRESULT D3DResult, bool bCreatingTextures)
Most recent user affected CL:
3195953
Logs:
CrashReporter User Descriptions:
RESULT
crash
EXPECTED
Materials get assigned correctly
NOTE
This bug only occurs on certain hardware. I will attach the dxdiag of the computer used to reproduce this crash with these steps named "ReproDxDiag".
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d3d11util.cpp:176] UE4Editor_D3D11RHI!VerifyD3D11Result() [d3d11util.cpp:225] UE4Editor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [d3d11query.cpp:135] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [d3d11viewport.cpp:562] UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [rhicommandlist.cpp:1347] UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [slaterhirenderer.cpp:486] UE4Editor_SlateRHIRenderer!TGraphTask<`FSlateRHIRenderer::DrawWindows_Private'::`35'::EURCMacro_SlateDrawWindowsCommand>::ExecuteTask() [taskgraphinterfaces.h:868] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:320] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:454] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-38818 in the post.
| 19 |
| Component | UE - Graphics Features |
|---|---|
| Affects Versions | 4.14 |
| Target Fix | 4.14.2, 4.15 |
| Created | Nov 18, 2016 |
|---|---|
| Resolved | Dec 16, 2016 |
| Updated | Apr 27, 2018 |