Developer Notes

A number of fixes went into 4.16.2 and 4.17.0 to resolve some instances of this crash. Ongoing cases are now being tracked in a new ticket, UE-51650

Description

This JIRA has been made to consolidate all "D3D device being lost. (Error: 0x887A0006 - 'HUNG')" crashes into one. Previous Jira tickets include:

Most of these JIRAs link to different CrashGroups in CrashReporter which all have slightly different Callstacks.

These crashes gained widespread frequency starting with the 4.14 Preview (a regression from 4.13) and have consistently remained as the #1 crash based on submitted crash data. One fix was made in 4.14.2 for a specific repro case (CL 3237597) but that did not resolve the overall issue.

Affected GPUs are varied, including:

  • GeForce GTX 1060
  • GeForce GTX 780
  • GeForce GTX 560 Ti
  • Radeon RX 480
  • [Link Removed]

Some affected users claim that the following workarounds have helped them:

  • Disabling Real-Time Thumbnails
  • Running the engine with -dx12
  • Running the engine with -opengl4
  • Using Forward Rendering
  • Setting GRHINeedsExtraDeletionLatency=1 for DX11
Steps to Reproduce

Some specific crashes have been reproduced internally by Engine Support, but in other cases the repro steps are currently unknown. The crashes seems dependent on hardware and load placed on the GPU, without a single specific repro case. Please reach out to the Engine Support Technician team for more details, or review repro steps on the additional linked Jiras.

Callstack

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

UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() d3d11util.cpp:176
UE4Editor_D3D11RHI!VerifyD3D11Result() d3d11util.cpp:225
UE4Editor_D3D11RHI!FD3D11Viewport::PresentChecked() d3d11viewport.cpp:275
UE4Editor_D3D11RHI!FD3D11Viewport::Present() d3d11viewport.cpp:458
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

OTHER CALLSTACKS ALSO INCLUDE LINES:

  • UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateVertexBuffer() d3d11vertexbuffer.cpp:77
  • UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceFloatData() d3d11rendertarget.cpp:1176
  • UE4Editor_D3D11RHI!FD3D11DynamicRHI::ReadSurfaceDataNoMSAARaw() d3d11rendertarget.cpp:601
  • UE4Editor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() d3d11query.cpp:135

Have Comments or More Details?

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Fixed
ComponentRendering
Affects Versions4.144.154.16
Target Fix4.17
Fix Commit3530257
Main Commit3555226
Release Commit3530257
CreatedFeb 22, 2017
ResolvedJul 18, 2017
UpdatedOct 31, 2017
Pull Requests
3588 - in0x