Description

Separating [Link Removed] into Nvidia and AMD tickets.
This ticket will house AMD information

Exported data on 5/14/2019 with following Query:

  • 1 Month Time Frame
  • MajorVersion is 4.22.1
  • Callstack Contains "TerminateOnDeviceRemoved"
  • EngineData.RHI.AdapterName contains "AMD"

Total Groups: 55
Total Crashes: 170
Users Affected: 122

Top 5 Groups:
[Link Removed] - 69 Crashes : 35 Users
[Link Removed] - 13 Crashes : 11 Users
[Link Removed] - 13 Crashes : 8 Users
[Link Removed] - 5 Crashes : 4 Users
[Link Removed] - 4 Crashes : 4 Users

Full list of groups from this export here:
[Link Removed]

Steps to Reproduce

No known steps to reproduce

Callstack
Assertion failed: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:74]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:71]
UE4Editor-Core!FDebug::AssertFailed(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:440]
UE4Editor-D3D11RHI!TerminateOnDeviceRemoved  [D3D11Util.cpp:198]
UE4Editor-D3D11RHI!VerifyD3D11Result(long,char const *,char const *,unsigned int,ID3D11Device *) [D3D11Util.cpp:247]
UE4Editor-D3D11RHI!FD3D11Viewport::PresentChecked(int) [D3D11Viewport.cpp:364]
UE4Editor-D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport(FRHIViewport *,bool,bool) [D3D11Viewport.cpp:670]
UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:325]
UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner(FRHICommandListBase &) [RHICommandList.cpp:592]
UE4Editor-RHI!FRHICommandListExecutor::ExecuteList(FRHICommandListImmediate &) [RHICommandList.cpp:642]
UE4Editor-RHI!FRHICommandList::EndDrawingViewport(FRHIViewport *,bool,bool) [RHICommandList.cpp:1524]
UE4Editor-SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate &,FViewportInfo &,FSlateWindowElementList &,FSlateDrawWindowCommandParams const &) [SlateRHIRenderer.cpp:982]
UE4Editor-SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_076ca5c89cb03ad0d8e3fd21b4a903a2> > >::ExecuteTask  [TaskGraphInterfaces.h:842]
UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:686]
UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:582]
UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:333]
UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:464]
UE4Editor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:96]
UE4Editor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:53]
KERNEL32!20d50000  + 181f4
ntdll!239e0000  + 6a251

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Backlogged
ComponentRendering
Affects Versions4.224.24
CreatedMay 14, 2019
UpdatedMar 6, 2020