Problem with crash anytime

I am facing a very annoying problem when using the UE4.
I can open EU 4.18 normally and I can use Crash for a few seconds.
I put the editor to run in Unlit and it lowers the graph of the editor to Low (thinking that it could solve), but the problem of crash persists.
I have the following PC configuration:

Notebook: Inspiron 5547
OS: Windows 10 64-bit
Memory: 8 GB DDR3
Processor: i7-4510U CPU @ 2.00GHz
Video Card: AMD Radeon R7 M260

I added the UE4Editor and UE4Game EU files in the AMD Radeon Settings game panel and I am running the notebook in high performance.

I tried to change the response time of the video card as I saw it on the internet (through regedit creating the TdrDelay file) but it did not work (I believe this only works for nVidia cards). I also disabled the Real-Time Thumbnails in the editor and even then the problem persists.

I installed the UE4 diagnostic service and this is the error that appears:

> LoginId:5dbe120f40d106109f8fa89888743725
> EpicAccountId:61a50a45644d4927be70b8a9b571cf13

> Fatal error: [File:D:\Build\++UE4+Release-4.18+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-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
> UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:192]
> UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:231]
> UE4Editor_D3D11RHI!FD3D11Viewport::PresentChecked() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:289]
> UE4Editor_D3D11RHI!FD3D11Viewport::Present() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:472]
> UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:593]
> UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1607]
> UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:885]
> UE4Editor_SlateRHIRenderer!> TGraphTask > >::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
> UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
> UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
> UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
> UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
> UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

I could not find other solutions. I am going through this topic to try something else to solve this problem or if the notebook does not actually run the UE4, I will eventually get a desktop of satisfactory configuration to use in dev.

Thanks any help :slight_smile: