Random memory spike resulting in overall editor crash

Hello to all who decide to give this a go, I’m a noob to Unreal Engine coming from Unity where I’d say I’m an intermediate in level design. I’d appreciate any help with this as I have no damned idea what is causing this.
I’m using UE4 4.20.1 (hotfix update)
UE4 will randomly go from using from an average of 660-900 MB to a whopping 3000 MB+ (within 30 seconds) and end in a hard crash.
Now each time this has happened its been me right clicking on a material, or opening a new material. Typing this out seems like it sounds prettty stupid lol.

Mind you all I have in this project so far is one level that consists of a 32x32 quad landscape with one master material and an instance of it that is for grass. Oh and also one lonely rock.

It’s pretty disheartening as I’m enjoying UE4 immensely and would love to switch completely from Unity.

Here’s the crash report

Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 200] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)
UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build++ue4\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:210]
UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build++ue4\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:249]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [d:\build++ue4\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:147]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIEndDrawingViewport() [d:\build++ue4\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:612]
UE4Editor_RHI!FRHICommandList::EndDrawingViewport() [d:\build++ue4\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1493]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\build++ue4\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:928]
UE4Editor_SlateRHIRenderer!TGraphTask > >::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:467]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
**

And my system specs.

Processor
Intel(R) Core™ i5-6300HQ CPU @ 2.30GHz

Video Card
NVIDIA GeForce GTX 960M

Video Card #2
Intel(R) HD Graphics 530

RAM
8.0 GB

Operating System
Microsoft Windows 10 (build 17134), 64-bit