Unreal Engine is exiting due to D3D device being lost. New Error

Hi Team,

I started facing issue with my Unreal Engine today evening.
I googled about this issue and tried to troubleshoot by turning off real time thumbnail but did not work.
I see that this issue was resolved but it has somehow crept up in my system

My system config
Core i7, 16 GB Ram, AMD R5 M335 + Intel HD Graphics
All drivers updated.

Since I am new to Unreal Engine, I have no idea how to resolve this.
Please help.

The basic log says -

LoginId:
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]

Here is the log file for reference: