When I load the model and apply the material to it, the editor is crash. Help please!

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Fatal error: [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 181]
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:191]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:230]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::ReadSurfaceDataNoMSAARaw() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:601]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceData() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:949]
UE4Editor_RHI!FRHICommandListImmediate::ReadSurfaceData() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:3144]
UE4Editor_Engine!FViewport::GetRawHitProxyData'::31’::EURCMacro_ReadSurfaceCommand::DoTask() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\unrealclient.cpp:1340]
UE4Editor_Engine!TGraphTask<FViewport::GetRawHitProxyData'::31’::EURCMacro_ReadSurfaceCommand>::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]

seems to be a known issue:

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