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:

MachineId:F4412F3946E742FE3B70A3A0CFF1B0E5 EpicAccountId:b879a722949044ceb94f37a7925777be

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]

Hey MrPrane,

I’m closing this topic as a duplicate of Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') - Pipeline & Plugins - Unreal Engine Forums

Please refer to that thread for additional information.

Thanks