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

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

I keep getting this after upgrading to the latest Nvidia driver. I then rolled back the driver to 1 month ago and it keeps happening.

Tried running my project from last working backup and get the same error.

I’m going to try uninstalling ue4 and reinstalling see if that fixes it…

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Fatal error: [File:D:\Build++UE4+Release-4.16+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-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:191]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:230]
UE4Editor_D3D11RHI!VerifyD3D11ShaderResult() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:253]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11shaders.cpp:181]
UE4Editor_RHI!FDynamicRHI::CreatePixelShader_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1993]
UE4Editor_RHI!FRHICommandListImmediate::CreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:2743]
UE4Editor_ShaderCore!RHICreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:3484]
UE4Editor_ShaderCore!FShaderCodeLibrary::CreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\private\shadercodelibrary.cpp:986]
UE4Editor_ShaderCore!FShaderCache::CreatePixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\public\shadercache.h:245]
UE4Editor_ShaderCore!FShaderResource::InitRHI() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\private\shader.cpp:664]
UE4Editor_RenderCore!FRenderResource::InitResource() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderresource.cpp:33]
UE4Editor_RenderCore!FRenderResource::InitResourceFromPossiblyParallelRendering() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderresource.cpp:74]
UE4Editor_ShaderCore!FShaderResource::InitializeShaderRHI() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\private\shader.cpp:737]
UE4Editor_ShaderCore!FShader::GetPixelShader() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\shadercore\public\shader.h:573]
UE4Editor_Renderer!FShadowDepthDrawingPolicy<0>::GetBoundShaderStateInput() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:901]
UE4Editor_Renderer!FShadowDepthDrawingPolicyFactory::DrawDynamicMesh() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1117]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthDynamic() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1439]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepthInner() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:1968]
UE4Editor_Renderer!FProjectedShadowInfo::RenderDepth() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:2073]
UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMapAtlases() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:2189]
UE4Editor_Renderer!FSceneRenderer::RenderShadowDepthMaps() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\shadowdepthrendering.cpp:2233]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:955]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1821]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::26’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

The error message (editor crash) bug was that when I tried to open a certain map in editor it would display this d3d error. The funny thing is it would load in standalone mode and even in play in seperate window mode… just would not load in editor… The last thing I had done to this map was add an object pool plugin and add a object pool ‘object’ to the map world.

I fixed this… It is difficult for me to say what exactly fixed it but I did the following, I rolled back the nvidia game ready driver (that didn’t fix it)

I removed an object pool plugin from my project (that didn’t fix it by itself). (Especially since I tried to run an earlier project that was pre-object pool plugin and the same map had the same terminal error).

I then re-installed UE4.16 . Uninstalled graphics driver. Restarted. Installed early May version nvidia game ready driver.

Opened up my latest project, removed all references to the object pool actors from other actors.
Ran the same project that had the error (my latest, with the object pool plugin) , and voila everything was back working…

It would be weird to say the problem was the object pool plugin since the earlier version of my project (which didnt even have the plugin installed) had the same problem as well… I suspect this is something to do with the fact I had installed the latest nvidia game ready driver… I have heard those drivers can cause issues as they are never really “game ready” lol…

So… its fixed… Don’t know exactly what solved it , but I solved it…