First I worked, I even created the project, then after a couple of days, I got the source and decided to open it and disassemble it, which I was viciously surprised and dumbfounded by the fact that not only can I not open the project due to the fact that there are no modules in there still, and UE4.18.3 has ceased to open simply, without the project, downloaded the old version, everything works there, downloaded a new 4.19 it works, and 4.18.3 either, I downloaded the Visual Studio 2015 and everything I could have updated, but everything even.
The error log (I understand something with DirectX)
LoginId:
EpicAccountId:
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: 0x887A0006 - ‘HUNG’)
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!FD3D11DynamicRHI::RHICreateUniformBuffer() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11uniformbuffer.cpp:159]
UE4Editor_Renderer!RHICreateUniformBuffer() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\rhi\public\dynamicrhi.h:939]
UE4Editor_Renderer!SetUniformBufferParameterImmediate() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\shadercore\public\shaderparameterutils.h:506]
UE4Editor_Renderer!InternalDrawRectangle() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\postprocess\scenefilterrendering.cpp:203]
UE4Editor_Renderer!DrawRectangle() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\postprocess\scenefilterrendering.cpp:273]
UE4Editor_Renderer!BuildHZB() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\sceneocclusion.cpp:1227]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderHzb() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:456]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:840]
UE4Editor_Renderer!CaptureSceneToScratchCubemap() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:728]
UE4Editor_Renderer!TGraphTask