This Jira is for the continuation of the "D3D HUNG" crashes which originally spiked in the UE 4.14 release. Some fixes were implemented in 4.16.2 and 4.17.0 which made some improvement to the frequency of these crashes (-[Link Removed]-), but this Jira now exists for ongoing cases.

Additional information regarding top hardware, drivers, and OS info is attached (currently only from the first 2 full days of the 4.18 release)

In the past, some users have mentioned the following workarounds to prevent the crash:

  • Disabling Real-Time Thumbnails
  • Running the engine with -dx12
  • Running the engine with -opengl4
  • Using Forward Rendering
  • Setting GRHINeedsExtraDeletionLatency=1 for DX11
  • If on laptop, open the Nvidia GeForce Experience, and set "Battery Boost" to OFF
    • Also, ensure the AC power adapter is connected when launching the Editor

Links to some of the different crashGroups that fall under this issue:

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

Additional bugg groups in 4.18.2:

  • [Link Removed]
  • [Link Removed]
  • [Link Removed]
  • [Link Removed]
  • [Link Removed]
Steps to Reproduce

various reproduction steps dependent on hardware and drivers


Numerous different callstacks exist for this general issue. The most common is listed.

Fatal error: [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182] 
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() d3d11util.cpp:192 
UE4Editor_D3D11RHI!VerifyD3D11Result() d3d11util.cpp:231 
UE4Editor_D3D11RHI!FD3D11Viewport::PresentChecked() d3d11viewport.cpp:289 
UE4Editor_D3D11RHI!FD3D11Viewport::Present() d3d11viewport.cpp:472 
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() d3d11viewport.cpp:591 
UE4Editor_RHI!FRHICommandList::EndDrawingViewport() rhicommandlist.cpp:1399 
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() slaterhirenderer.cpp:876 
UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_43e86ee7c51f39979e9a39d40b280024> > >::ExecuteTask() taskgraphinterfaces.h:784
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:650 
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:559 
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:325 
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:459 
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to AnswerHub just mention UE-51650 in the post.

Login to Vote

Affects Versions4.
CreatedOct 26, 2017
ResolvedMay 14, 2019
UpdatedMay 14, 2019