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 |
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Affects Versions | 4.14 |
Target Fix | 4.14.2, 4.15 |
Created | Nov 18, 2016 |
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Resolved | Dec 16, 2016 |
Updated | Apr 27, 2018 |