Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
I got to correct a mistake for UE4, which I downloaded via the launcher with the help of the program update, which I found on the forum, but what UE4, which I downloaded via GitHub? The program-update not see UE4 from GitHub! Crash occurs when the editor starts.
Here is the error code:
Fatal error: [File:C:\Users\matus\Documents\UnrealEngine\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() [c:\users\matus\documents\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:332] UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [c:\users\matus\documents\unrealengine\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:176] UE4Editor_D3D11RHI!VerifyD3D11Result() [c:\users\matus\documents\unrealengine\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceFloatData() [c:\users\matus\documents\unrealengine\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:1176] UE4Editor_RHI!FRHICommandListImmediate::ReadSurfaceFloatData() [c:\users\matus\documents\unrealengine\engine\source\runtime\rhi\public\rhicommandlist.h:3025] UE4Editor_Renderer!ComputeSingleAverageBrightnessFromCubemap() [c:\users\matus\documents\unrealengine\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:316] UE4Editor_Renderer!ComputeAverageBrightness() [c:\users\matus\documents\unrealengine\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:379] UE4Editor_Renderer!TGraphTask<`FScene::UpdateReflectionCaptureContents'::`19'::EURCMacro_FilterCommand>::ExecuteTask() [c:\users\matus\documents\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [c:\users\matus\documents\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [c:\users\matus\documents\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [c:\users\matus\documents\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:320] UE4Editor_RenderCore!FRenderingThread::Run() [c:\users\matus\documents\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:454] UE4Editor_Core!FRunnableThreadWin::Run() [c:\users\matus\documents\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
asked Jan 06 '17 at 01:57 AM in Installation & Setup
Good News! We were finally able to reproduce this crash and have a JIRA for it here: https://issues.unrealengine.com/issue/UE-40807
You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may take some time to address.
answered Jan 18 '17 at 10:00 PM
The only way works for me is to use my laptop with plugged to the electricity. And I know one collague who use this solution as the only solution.
answered Aug 03 '18 at 01:31 AM
Also have this problem but only on some computers. Please help
answered Feb 16 '18 at 07:25 PM
LowLevelFatalError [File:Unknown] [Line: 826] Rendering thread exception: LowLevelFatalError [File:Unknown] [Line: 251] Result failed at D:\RadiantUnreal_420\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:304 with error 8876017C
0x00007ffaaf75a388 KERNELBASE.dll!UnknownFunction  0x00007ff68b8a3e39 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68b864c9c Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68b83219d Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68bce0deb Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68bcd09da Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68bcd8681 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68c13847b Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68c136136 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68c29d315 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68c29f2b9 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68b7a484b Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68b7a4953 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68c156fc2 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68c157048 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68b8ae937 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ff68b8ac157 Radiant-Win64-Shipping.exe!UnknownFunction  0x00007ffaafcb3034 KERNEL32.DLL!UnknownFunction  0x00007ffab2631431 ntdll.dll!UnknownFunction 
i get this fatal error and ive tried everything uninstalling reienstalling its not just this game drives are all upto date benchmarked to test to see if something was failing it happens to gme slike dead by daylight and golfit what do i do
answered Aug 22 '18 at 05:18 AM
I have found out how to fix the problem with the "LowLevelFatalError GPU crashed" or found a workaround that no longer causes this error.
LowLevelFatalError [File:D:\build\PC\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: ***] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
Please support me to spread this in other forums as there are a lot of people with this problem. I've been busy for a week now and read a lot, which did not help! (At least 7x 3 hrs. Ie 21 hrs.)
Please also help by writing to the devs that fix this bug, as I do not know exactly who is to blame for this bug. Maybe the Unreal Engine Devs or graphics cards Devs. (Graphics card manufacturer or driver creator)
Long story short, it is related to the Nvidia Garfikkarten that are already overclocked from house !!! The so-called Nvidia OC graphic cards!
The overclocked Nvidia graphics cards have a problem with the Unreal Engine or its programming or vice versa! That's what I found out after days of testing!
Now for the help of me:
It now depends on the graphics card manufacturer, whether he provides an overclocking OC software on his website. In my case I have a Zotac Geforce GTX 1080 AMP! Extreme and Zotac I had to download the overclocking tool "Firestorm" which is only intended for the Zotac OC graphics cards.
The point here is that with this tool we need to lower our graphics card back to normal, so that we can play the Unreal Engine games that get this low-level FatalError / GPU crashed. So you download this tool, like Firestorm, MSI it is the Afterburner etc. down and changes the GPU clock down -200 / -400 MHz it was with me and saves! (do not forget!) I have to leave the tool open, or in the background, if you can close it, I do not know.
(Before: It's best to save the default settings so that you can use your OC Garfikkarten Power games that do not have this problem. Some have but a standard setting button "default" which you can reset the back in auszusungszsutand with OC Pwoer.)
That's it already! Your Unreal Engine game should now work without this bug!
Have fun and maybe support me and let me have a small donation for the week of hard research and troubleshooting. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=57WG66MBSZTM6
PS: For me it was 3 games that had this error. I do not list these now because I will copy and paste this text to spread it and I do not want it to be deleted for advertising another game.
By the way, game developers are welcome to help inform Nvidia and Unreal Devs about this issue and have it resolved in collaboration. After all, it also saves you a lot of time, trouble and above all money, as there are many players who will return the game due to this error.
Since I am a German, I have this text translated by Google Translator, I hope you can handle the English translation. If not just comment or answer.
BlackEagle2k18, I too have worked this problem for days on end, have had techs from Microsoft involved, as well as Nvidia. I'm told by Microsoft my system checks out, all drivers uptodate, Microsoft C++ Redistributables are solid, the TDR issue discussed above is a normal function in place to protect the GPU in the event other protective measures, such as Nvidia's temp threshold, doesn't preempt. I'm told by Nvidia techs that my GPU is behaving normally, MSI Komubuster shows stable performance, even with 90° C temps on my laptop, which they say speaks well for my particular build, a GoBoxx, but that they don't want to see higher temps than that on this machine. When we test my UE4 project, I used "r.screenpercentage 50" to halve the rendering workload in a project that had consistently crashed with the D3D device being lost error, temps ran to high 80s, but stable. I bumped rendering quality to 75, still stable at 90°, but there we stopped.
Evidently, my project crashes with full rendering quality and thus higher temps, leaving me to wonder why this issue now and not during a two-month period before in which I could work for hours with the project open, fly the cameras as fast as I'd like, no crashing. The crashes began around the time my air conditioner in my "server room" (A/V closet/bathroom) went down, am still awaiting a part. So, with ambient temps here around 29° C, this could explain why the crashing began. If I were just under the threshold of what my PC could take, note my project has some 40 million polys with well over one hundred 8K textures, this running on a laptop with a GTX 1080, then this PC's ability to shed heat would most certainly be compromised with the 5°+ higher ambient temp than the usual 22.2° I get with AC.
Even if a broken AC figures in to explaining my particular case, that proximate cause says nothing to explain why hundreds of Unreal users have begun reporting this issue since February of 2017 since the 4.14 release. We have two trouble tickets describing the chase and hoped for resolution with the next build. I read about various workarounds, disabling live thumbnail previews, turning down rendering quality, and as you point out, forcing lower clock speed. Each of these workarounds achieves the same effect of lowering rendering workload, so while everyone may have a different PC/gpu and stress those system resources differently based on a project or cooked build, these workarounds may point to a simple fact, that the driver to the crashes is simply exceeding whatever threshold to high temperature. It may take a heavier workload by a given project on a stronger machine, but whatever it takes to exceed that threshold, the result is the same, GPU hangs, Microsoft TDR says "party over".
Why this problem only beginning with 4.14? Did 4.14 introduce appreciably higher workloads on GPU than before? If it's only about reaching this thermal threshold, then that theory doesn't add up. UE4 kicks out warnings in Editor, "Exceeding texture pool limits", also messages asking user if they'd like UE4 to lower frame speed or lower rendering quality, so I'm wondering why UE4 isn't invoking those same type warnings before things get too hot?
I get my AC fixed in less than a week. Then I can test my project and see if the crashes go away. It seems the D3D device being lost error is a bug no matter which way you cut it, but if my project(s) that acted stable before continue to crash after I restore cool ambient temps, then that says something yet more troubling about this bug. Afterall, I had reset Windows, reinstalled Epic Games, fresh install of 4.20.1 (crashes began on 4.19.2 and 4.20), so if Nvidia is correct that my GPU is strong and healthy, then what's left? It would have to be a bug persistent through each these engine versions.
answered Sep 12 '18 at 03:11 PM
,1) I went to https://www.wagnardsoft.com/ and downloaded DDU v184.108.40.206
2) Re-Downloaded Nvidia Latest drivers (not autodetect). Installed using "Express" option
3) "Disable real time thumbnails"
4) Go to Control Panel --> System --> Advanced System Settings. On the "Visual Effects" tab I selected "Adjust for best performance"
5) Ensured desktop scaling (DPI) within windows was at 100% (not 125%, 150%).
I rebooted and was able finish the entire game in Fullscreen with no crashes.
Hope this helps anyone else with these frustrating crashes!
So, I should update about my experience with this D3D device being lost issue, a 6-month epic finally makes more sense, note the qualifier. For starters, to relate this to the two more recent posts above, I checked with GoBoxx who makes my gaming laptop w/ GTX 1080, they disabled the auto overclocking software that Clevo shipped these cards with precisely because they didn't like what they were seeing. This company specializes in PCs for entertainment industry and engineers, handles lots of overclocking on beefy PCs, but on the laptops they saw grounds to pull back. So, that my GoBoxx MXL VR laptop not only encountered these error with frequent crashes, but then totally fried the card, raises the question, what's different here? I'll tell you.
I run another app, Reality Capture, that pushes GPU pretty hard during depth map creation for photogrammetry-based workflow, then work the card even harder in UE4, my work being all about the environment, very little about game-play. 43 million polys with many dozens of 8K maps, dozens of movable lights, looks killer but you get the picture. When I first encountered the crashing it was only in UE4, Reality Capture remained solid and a tech from Nvidia said the card seemed totally up to spec based on testing in MSI Kombuster, ran an hour at 100% with CPU stressed and whatever settings this tech setup, so this seemed to point solely within UE4. Add to that the fact that hundreds, many hundreds of users over Steam and this forum report this issue related to UE4, in project and in games like Fortnite. Add that the fact that Epic devs have had what is it, a JIRA posted since 2016, one version after the next promising a fix, and here we are today.
When I was totally out of ideas what to do I came upon a post from one user who wasn't even encountering this problem but tried to help with a suggestion, "whenever I encounter problems like this in UE4, 90% of the time if I remove the GPU and DIMMs, clean them with alcohol and reseat them, the problem goes away". So, I tried that last July and that worked. Yay. The beast reared its head again in September and this time that trick didn't work. That it worked at all is weird. Is that like resetting your PC, or going further to power drain by unplugging and pressing the power button a few secs, and going yet further by physically disconnecting PCBs? WTH In any event, during this relapse I then encountered (for the first time) crashes in Reality Capture, GPU lost error 30, woah. Then tested in Kombuster, couldn't even go 10 seconds at low settings without crashing.
$1100 later I'm here to say, woe ye who doesn't take these errors seriously, it's not just about software crashing, it can hurt your hardware. I didn't know that was possible these days, but clearly I push my system hard, actually happy to learn where too hard lies so I can stay south of it. I'm now setting quality settings to Low while developing, believe that helps quite a bit, don't care what things look like during much of the work. I'm also moving my work to a maxxed out Mac Pro, only use the laptop to test and present. And sure, if you're overclocking, I'd reconsider, especially on gaming laptops with their super constrained issues with thermal regulation.
On a final note, dear Epic Games. I submitted a bug report and have been in dialogue with someone who has always returned my emails whenever I've written him with detailed updates, but hasn't written once proactively with the first bit of information. All he ever responds with is to say, "Thank you for the information, we'll let you know if we learn anything." To show some understanding, if an issue isn't reproducible then big surprise that a dev team would largely have their hands tied. I offered to ship my laptop to them and let them hang on to a PC with very reproducible crashing from this error, but same response, "don't call us, we'll call you".
I don't see that this is simply about GPU workload surpassing some threshold. The overclocking thing may well be related, set up conditions that some illegal instruction from UE4 then serves as the straw that broke the camel's back. I say that because my card wasn't overclocked, yes running hard, but performed fine in Kombuster at 100% for an hour. Also, I could be in UE4 doing nothing, just open this project, no key commands, no mousing or navigation, static, watching system resources, GPU-Z, seeing clock speed climbing on its own higher and higher, temps still totally fine in the 70s, crash. It's my expectation that between Microsoft C++ Redistributables like TDR (will shut app down if GPU freezes), protective measures operating within the GPU like ramping fan speed in response to temps, and UE4 lowering frame speed in response to strained performance, that there are all kinds of things going on to protect this very expensive component in any system. To learn there's an upper threshold where a user can damage a GTX 1080 is one thing, got it, but I see that's more a proximate cause. The ultimate cause really seems to be some illegal instruction coming from UE4. Many hundreds of users having many thousands of variables in play have one thing in common, UE4. Alas, this issue still ranks as low priority at Epic Games. If the tech handling my case showed the slightest sign of caring. I don't agree with the logic of whining online, gets you nowhere. I'm good now, can work within the lines. I'm venting, but also sharing with others scratching their heads and hoping my experience saves others from frying their cards.
answered Jan 28 '19 at 11:24 PM
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