Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

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:192]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:231]
UE4Editor_D3D11RHI!FD3D11Viewport::PresentChecked() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:290]
UE4Editor_D3D11RHI!FD3D11Viewport::Present() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:473]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:592]
UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1361]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:891]
UE4Editor_SlateRHIRenderer!TGraphTask > >::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]

Am having the same problem but seems no body cares.