This is a new ticket for the D3D 'HUNG' crash originally reported in [Link Removed]. Some fixes were introduced in 4.14.2 that decreased the occurrences of this crash, but other cases are still ongoing. The original Jira ticket has been closed for the cases that have been fixed.

Error message:

Fatal error: [Link Removed] [Line: 176] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

Source Context:

  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;
  169       case DXGI_ERROR_INVALID_CALL:Reason = TEXT("INVALID_CALL"); break;
  170       case S_OK:Reason = TEXT("S_OK"); break;
  171       }
  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       }
  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       }
  190       static void TerminateOnOutOfMemory(HRESULT D3DResult, bool bCreatingTextures)

Most recent user affected CL:


  • [Link Removed]
  • [Link Removed]
  • [Link Removed]

CrashReporter User Descriptions:

  • Put an unsaved AI character in my level
  • I open up my character blueprint, click on skeletal mesh, nvidia drivers crash with the engine.
Steps to Reproduce

Steps to reproduce currently unknown.

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]

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Affects Versions4.14.34.15
CreatedJan 18, 2017
ResolvedFeb 22, 2017
UpdatedApr 27, 2018