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Help D3D11 Error!

Hello everyone Every so often I am using unreal and sometimes when I do some procedures the editor of unreal comes out with an error which says that some kind of handling in the library D3D11 was dismantled. if anyone knows what it is. Let me know some way to solve it. Thanks in advance.

Screen of the Error: alt text

Here the full log info:

 LoginId:491b6801483c34d3444a3b90528f3d10
 EpicAccountId:2c07c58bde6a4610b2e8747bfceba95d
 
 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!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:883]
 UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_b54cc6f72dfaa1ae60b82f1ff2308b27> > >::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]



Product Version: UE 4.18
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asked Mar 06 '18 at 10:16 PM in Using UE4

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Scalibur
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