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

I have been experiencing crashes with the same error for a long time now. Earlier I was using UE 4.18, which was working perfectly, but suddenly this error came up. I thought downgrading the editor would help, but no.

I have tried all the given fixes given on: https://answers.unrealengine.com/questions/545292/unreal-engine-is-exiting-due-to-d3d-device-being-l-3.html However these solutions are for 'HUNG', while mine is 'INTERNAL_ERROR'.

My current system specs are:

Processor: Intel Core - i5 6200u 2.3~2.8GHz

Graphics Card: AMD Radeon R5-M430 2048MB

RAM: 8GB

​DirectX Version: 12

To reproduce the same bug/error/crash I have to either import any one of the 'visual effects' mode or change the material of any product 4-5 times consecutively.

The callstack for this error is:

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]

Product Version: UE 4.17
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asked Jan 10 '18 at 05:55 PM in Using UE4

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MaJoR9989
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