Unreal Engine 4.17 crash(UE-42280)

UE-42280 crah report:

LoginId:26f5d64049a848404660c49775779dcd
EpicAccountId:

Fatal error:
[File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp]
[Line: 182] Unreal Engine is exiting
due to D3D device being lost. (Error:
0x887A0020 - ‘INTERNAL_ERROR’)

UE4Editor_Core!FDebug::AssertFailed()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]

UE4Editor_D3D11RHI!TerminateOnDeviceRemoved()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:192]
UE4Editor_D3D11RHI!VerifyD3D11Result()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:231]
UE4Editor_D3D11RHI!FD3D11Viewport::PresentChecked()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:289]
UE4Editor_D3D11RHI!FD3D11Viewport::Present()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:472]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:591]
UE4Editor_RHI!FRHICommandList::EndDrawingViewport()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1399]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:876]
UE4Editor_SlateRHIRenderer!TGraphTask

::ExecuteTask() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:650]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:559]
UE4Editor_RenderCore!RenderingThreadMain()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
UE4Editor_RenderCore!FRenderingThread::Run()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
UE4Editor_Core!FRunnableThreadWin::Run()
[d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

I experienced this problem beforehand in the previous engines and with the new 4.17 it was stated that this bug has been removed but the bug persists and I’m still unable to do anything.The editor automatically crashes after a few seconds and if I click on the object menu(with the cubes, spheres, etc) it crashes at the moment with the above call stacklink text.Attached is the log report within the crash folder.

I’ve also experienced this problem, fixed it and found that other issues sprang up and cause a CTD. I currently CTD editing widgets and resizing volumes, Try disabling Geforce Experience, and the shadowplay overlay, manually flagging all your material for proper use; ie flag “used with instanced static mesh” for foliage etc. Also, verify your 4.17 install and try adding the line " -DX12" at the end of the .exe strand in the properties of your desktop shortcut to Unreal Engine’s exe file. It should read something like(“C:\Epic Games\UE_4.17\Engine\Binaries\Win64\UE4Editor.exe” -DX12). This will run it in DX12 mode and I find that helps. Other than that use 4.16.3. I find its a far more stable build than 4.17.

I had the same problem. Try to change your engine scalability to a lower quality.