This ticket tracks instances of D3DHung crashes now that Aftermath has been enabled in 4.25.0.
[Link Removed] was marked fixed and closed with the enabling of Aftermath.
Error Messages:
Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0007 - 'RESET')
Assertion failed: Status < (sizeof(*RtlpNumberOf(AftermathReason))) [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11RHI.cpp] [Line: 667]
Adding Device Removed Error Message:
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671] D3DCommandQueue->GetClockCalibration(&GPUTimestamp, &CPUTimestamp) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12DirectCommandListManager.cpp:490 with error DXGI_ERROR_DEVICE_REMOVED
4.26.0 Group - [Link Removed]
Comment from crash:
Sent in the unattended mode
No known steps to reproduce
ntdll!1e0000 + 9c0f4 KERNELBASE!fd160000 + 38b03 UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1398] UE4Editor-Core!static `ReportGPUCrash'::`1'::filt$0() [WindowsPlatformCrashContext.cpp:1467] VCRUNTIME140!ea400000 + c1c0 ntdll!1e0000 + a11cf ntdll!1e0000 + 6a209 ntdll!1e0000 + 69fc3 KERNELBASE!fd160000 + 3a799 UE4Editor-Core!ReportGPUCrash(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1466] UE4Editor-Core!?Serialize@FWindowsErrorOutputDevice@@UEAAXPEB_WW4Type@ELogVerbosity@@AEBVFName@@@Z [WindowsErrorOutputDevice.cpp:73] UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61] UE4Editor-Core!static void AssertFailedImplV(const char *, const char *, int, const wchar_t *, char *) [AssertionMacros.cpp:100] UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:450] UE4Editor-D3D11RHI!FD3DGPUProfiler::CheckGpuHeartbeat() [D3D11RHI.cpp:667] UE4Editor-D3D11RHI!static void TerminateOnDeviceRemoved(HRESULT, struct ID3D11Device *) [D3D11Util.cpp:160] UE4Editor-D3D11RHI!VerifyD3D11Result(long,char const *,char const *,unsigned int,ID3D11Device *) [D3D11Util.cpp:256] UE4Editor-D3D11RHI!?GetQueryData@FD3D11DynamicRHI@@QEAA_NPEAUID3D11Query@@PEAX_KW4ERenderQueryType@@_N4@Z [D3D11Query.cpp:349] UE4Editor-D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport(FRHIViewport *,bool,bool) [D3D11Viewport.cpp:736] UE4Editor-RHI!FRHICommand<FRHICommandEndDrawingViewport,FRHICommandEndDrawingViewportString1955>::ExecuteAndDestruct(FRHICommandListBase &,FRHICommandListDebugContext &) [RHICommandList.h:744] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase &) [RHICommandList.cpp:331] UE4Editor-RHI!FRHICommandListExecutor::ExecuteInner(FRHICommandListBase &) [RHICommandList.cpp:603] UE4Editor-RHI!FRHICommandListExecutor::ExecuteList(FRHICommandListImmediate &) [RHICommandList.cpp:653] UE4Editor-RHI!FRHICommandList::EndDrawingViewport(FRHIViewport *,bool,bool) [RHICommandList.cpp:1553] UE4Editor-SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate &,FViewportInfo &,FSlateWindowElementList &,FSlateDrawWindowCommandParams const &) [SlateRHIRenderer.cpp:1094] UE4Editor-SlateRHIRenderer!void TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`26'::SlateDrawWindowsCommandName,<lambda_e8b380acb3743d937533d4c2000da17d> >::DoTask(ENamedThreads::Type, const class TRefCountPtr<FGraphEvent> & const) [RenderingThread.h:195] UE4Editor-SlateRHIRenderer!void TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`26'::SlateDrawWindowsCommandName,<lambda_e8b380acb3743d937533d4c2000da17d> > >::ExecuteTask(class TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & const, ENamedThreads::Type) [TaskGraphInterfaces.h:849] UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:692] UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:587] UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:341] UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:473]
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