When I created a new particle system, it crashes as soon as the system is turned on
Basic example Paticle will run, but crashes when you create a new module and press required in that module.
It will run on the new particle system, but if you press required as above, crashes will pop up.
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
I found that there is a conflict with geforce 560, is it true?
thank you for watching
Fatal error: [File:D:\Build++UE4+Release4.15+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-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:176]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateUniformBuffer() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11uniformbuffer.cpp:159]
UE4Editor_Engine!RHICreateUniformBuffer() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rhi\public\dynamicrhi.h:1328]
UE4Editor_Engine!TUniformBufferRef::CreateUniformBufferImmediate() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\public\uniformbuffer.h:128]
UE4Editor_Engine!FDynamicSpriteEmitterData::GetDynamicMeshElementsEmitter() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:1149]
UE4Editor_Engine!FParticleSystemSceneProxy::GetDynamicMeshElements() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6892]
UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1958]
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2617]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2860]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:589]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::
21’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]