Unreal Engine is exiting due to D3D device being lost (Error: 0x887A0006 - 'HUNG')

Hello. I have a big problem. When I open the editor mesh and try to specify the physical mesh, then 1-2 seconds my computer freezes, and then closes UE4 get an error "Unreal Engine is exiting due to D3D device being lost (Error: 0x887A0006 - ‘HUNG’). ". I rebooted the computer, reinstalled the driver on the video card, but nothing helps. Please help me!

MachineId:F4412F3946E742FE3B70A3A0CFF1B0E5
EpicAccountId:b879a722949044ceb94f37a7925777be

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::RHIEndDrawingViewport() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:570]
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]

Hi MrPrane,

Thank you for posting this. Fortunately, This issue is known and we are taking measures to address this as soon as possible. Here is a link to the public JIRA: Unreal Engine Issues and Bug Tracker (UE-38818)

[UPDATE] We have a QFE out that should address the issue you can find it here: Current Available Quick-Fix Solutions - Announcements - Epic Developer Community Forums

Let me know if that helps.

Cheers,

Ed

Hi, the proposed fix doesn’t work on my installation. I’m compiling UE from sources and when I run the fix mentioned here: Current Available Quick-Fix Solutions - Announcements - Epic Developer Community Forums

It just says he cannot find an UE installation. This is probably because its compiled from GIT. So for all of us with a source installation, is there a solution? I cannot develop if every 10 minutes I get the editor shutdown.

I’m using 4.14.2 release.

I have NVidia GTX 460 with drivers 376.33 (just updated). I had the same issues with drivers 368.xx which I updated to 376.33 hoping it would solve it, but it didn’t.

The error I’m getting is the same as OP, in D3D11Util.cpp [Line: 176]
It happens to me mainly when I play my level (very simple 3rd person level with small additions to BP for health bar), then I stop the execution in the main viewport by pressing ESC.

.

Ah, I wasn’t aware you were using a source build of the engine. In that case you will want this commit from GitHub:

https://github.com/EpicGames/UnrealEngine/commit/8e949bebcaa830dc7ea73950b062e30d67c4ea0f

Let me know if this addresses the issue.

Hi, I have this code change already in my sourcecode, I upgraded to 4.14.2 only few days ago. So all my crashes are with that patch in.

It happens a LOT, very hard to work on UE at the moment.

You may be an important outlier case that our fix can’t address. I need to bump this information up to the developers. Could you provide your DxDiag?

(I assume you know this info but I have to add it)

To do this open your windows command prompt and enter dxdiag

When the window appears save all information and attach the generated .txt file in this post.

!

Here is my dxdiag.link text

Thank you for that information. I will pass this down and see if we can do something about it. Keep in mind that investigating this issue may take some time and your development may be hindered.

I would suggest using 4.13 or revert back to a point where the engine was stable. I’ll come back here once I have more information regarding your case. Due to the holidays many developers are out of office which is why I may need some time.

[EDIT] I also noticed that you are using drivers that we haven’t tested extensively yet. We currently recommend Driver version 376.19 Released 12/05/2016 (this probably wont fix the issue though based off what I’ve seen so far from this crash bug).

,

Hi and for the answers. I tried to revert back to 4.13 by git checkout, then deleting the /Content folder, and executing setup.bat again to get the proper content files. The engine itself works, but my project has some assets created directly in 4.14 which are not compatible and are not loading in 4.13. So I’m stuck at using 4.14 with the bug or I have to redo those assets from scratch.

Hey Talad,

While reviewing your DxDiag we noticed that you have an unusual setup regarding your RAM (10 Gb) could you elaborate on how you have your RAM chips installed?

Your setup seems to suggest that you have an odd number of RAM chips of different capacity. I recommended that memory of the same capacity, brand, speed, and chips be used together.

While it is possible to run different capacity chips and a single chip in a dual channel this may cause potential issues. All of this depends on your mother board though. Could you also provide what motherboard you have (since it isn’t showing up in the DxDiag)?

Hi Ed, I found out there is a useful command to learn about your memory chips.

wmic MEMORYCHIP get BankLabel,DeviceLocator,Capacity,Tag

BankLabel  Capacity    DeviceLocator  Tag
BANK0      2147483648  DIMM0          Physical Memory 0
BANK2      2147483648  DIMM2          Physical Memory 2
BANK3      2147483648  DIMM3          Physical Memory 3
BANK4      2147483648  DIMM4          Physical Memory 4
BANK5      2147483648  DIMM5          Physical Memory 5

It detects 5 banks of 2Mb each.

Actually opening the PC I see 6 banks full. I guess one, probably BANK1, is not active or not working as expected…

For the motherboard:

wmic baseboard get Manufacturer,Product

Manufacturer           Product
ASUSTeK Computer INC.  P6T SE

I guess it’s time to unplug some of the memory banks and see if there is one faulty. In case you don’t hear anymore from me means I did something bad to my PC by opening it… :slight_smile:

Hi, I opened the PC, switched some of the RAM, the best configuration I can get is this one:

wmic MEMORYCHIP get BankLabel,DeviceLocator,Capacity,Tag

BankLabel  Capacity    DeviceLocator  Tag
BANK0      2147483648  DIMM0          Physical Memory 0
BANK1      2147483648  DIMM1          Physical Memory 1
BANK2      2147483648  DIMM2          Physical Memory 2
BANK3      2147483648  DIMM3          Physical Memory 3
BANK4      2147483648  DIMM4          Physical Memory 4

With the faulty one at the end, in this configuration I reproduce the bug.

I tried now to have an even number of RAM slots, only 4 slots filled in, for a total of 8Gb, using the sequence recommended in my motherboard manual: A1-B1-C1-A2 slots filled. This gives this:

BankLabel  Capacity    DeviceLocator  Tag
BANK0      2147483648  DIMM0          Physical Memory 0
BANK1      2147483648  DIMM1          Physical Memory 1
BANK2      2147483648  DIMM2          Physical Memory 2
BANK4      2147483648  DIMM4          Physical Memory 4

and I see correctly only 8Gb RAM.

Opening my project , going to 3rd person blueprint and substituing the skeletal mesh with my char, it crashes. This is one of the operations that’s most likely to crash it. So also with a standard 8Gb RAM configuration the bug shows up. I will anyway buy a new 2Gb as seems one of mine was actually faulty!

Alright, well I’m glad you found faulty hardware. Fixing that may not fix the issue though. If the issue still happens after you fix your RAM and you test on our latest hotfix (4.14.2) then please leave a comment letting me know!

Good Luck!

Can you tell me what to do, if I downloaded UE4 from GitHub? That program did not see this version.