MachineId:E6E064564E1197854C6FEB993B9222A9
EpicAccountId:bee284137e594b948499261a3a338793
Fatal error: [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:176]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:135]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIGetRenderQueryResult() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:50]
UE4Editor_Renderer!FSceneViewState::IsShadowOccluded() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\sceneocclusion.cpp:221]
UE4Editor_Renderer!FSceneRenderer::CreatePerObjectProjectedShadow() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\shadowsetup.cpp:1388]
UE4Editor_Renderer!FSceneRenderer::SetupInteractionShadows() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\shadowsetup.cpp:1341]
UE4Editor_Renderer!FSceneRenderer::InitDynamicShadows() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\shadowsetup.cpp:3379]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViewsPossiblyAfterPrepass() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2891]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2853]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:571]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1633]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::
21’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:320]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:454]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]