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(Error: 0x887A0006 - 'HUNG') when editing materials leading to crash.

I am stuck with a problem that I cant seem to fix. The full stack trace is:

 MachineId:7739C76B4C83D11F23F257BDA3DF4E33
 EpicAccountId:63d2adb6b8eb4512acb35482d1c3d8a1
 
 Fatal error: [File:D:\Build\++UE4+Release-4.13+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-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
 UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:176]
 UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225]
 UE4Editor_D3D11RHI!FD3D11Viewport::PresentChecked() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:269]
 UE4Editor_D3D11RHI!FD3D11Viewport::Present() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:448]
 UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:552]
 UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1344]
 UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:483]
 UE4Editor_SlateRHIRenderer!TGraphTask<`FSlateRHIRenderer::DrawWindows_Private'::`33'::EURCMacro_SlateDrawWindowsCommand>::ExecuteTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
 UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
 UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
 UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

I tried changing the program to 4.14, but to no avail.

MachineId:7739C76B4C83D11F23F257BDA3DF4E33 EpicAccountId:63d2adb6b8eb4512acb35482d1c3d8a1

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!FD3D11Viewport::PresentChecked() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:269] UE4Editor_D3D11RHI!FD3D11Viewport::Present() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:450] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:554] UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1347] UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:486] UE4Editor_SlateRHIRenderer!TGraphTask<`FSlateRHIRenderer::DrawWindows_Private'::`35'::EURCMacro_SlateDrawWindowsCommand>::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]

It is really hindering my progress so i would love to have some input.

Thank you so much.

EDIT: I found a hot fix that avoids the bug. I listed it as an answer below.

Product Version: UE 4.14
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asked Nov 30 '16 at 08:52 AM in Using UE4

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NoobsDeSroobs
2.7k 106 35 178

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2 answers: sort voted first

I never managed to find the cause and how to permanently avoid it, but I did find a fix. I hid the preview window of one of my custom nodes and it is now running smoothly. I am not sure what is the cause of this and how to fix it, but I hope this hot-fix might help someone.

All you have to do is move the editor until the offending node is shown on screen and cause UE4 to crash. Then you restart and move to that same node FROM ABOVE AND WHILE MAKING SURE TO ONLY SHOW THE ARROW that allows you to hide the preview. Now hide it. There, hot-fixed.

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answered Dec 06 '16 at 12:36 PM

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NoobsDeSroobs
2.7k 106 35 178

avatar image A GUPTA Dec 06 '16 at 12:49 PM

Glad to hear U found a fix at last

avatar image NoobsDeSroobs Dec 06 '16 at 07:08 PM

Well, it is really sweeping the dust under the rug. :(

avatar image ScottSpadea Dec 09 '16 at 08:58 PM
avatar image NoobsDeSroobs Dec 09 '16 at 11:15 PM

It seems to be quite related indeed. My fix allows me to work so at least it is not causing me a loss of productivity.

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https://issues.unrealengine.com/issue/UE-35288

This might help a bit. Even when U google the error code U get fixes related to video drivers . I would suggest a roll back if possible .That is the extent I can help U. Hope U understand

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answered Nov 30 '16 at 12:22 PM

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A GUPTA
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avatar image NoobsDeSroobs Nov 30 '16 at 12:24 PM

Yes, and the problem is I have rolled back and updated to the latest. It only happens with UE4. I have no idea why.

avatar image A GUPTA Dec 01 '16 at 06:51 AM

that is true Noobs .it might occur with only specific softwares in Ur case with ue4. Can U post Ur graphics card specifications . I would be glad to help U if I find a fix. It shall help me narrow down the fix .... I shall be totally live by tomorrow as I shall be returning back to my University.

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