Crash Report

Game crashed today while I was flying in and around a large asteroid (the hollow type with containers and crystal inside)
Stack trace as follows:

LoginId:69f855fa42cfd0017c4afc9b8e2115e7
EpicAccountId:

LowLevelFatalError [File:Unknown] [Line: 200] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

RSG_Win64_Shipping!FDebug::AssertFailed() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
RSG_Win64_Shipping!TerminateOnDeviceRemoved() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:213]
RSG_Win64_Shipping!VerifyD3D11Result() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:249]
RSG_Win64_Shipping!FD3D11DynamicRHI::GetQueryData() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:147]
RSG_Win64_Shipping!FD3D11DynamicRHI::RHIGetRenderQueryResult() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11query.cpp:61]
RSG_Win64_Shipping!FetchVisibilityForPrimitives_Range<1>() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\scenevisibility.cpp:830]
RSG_Win64_Shipping!FetchVisibilityForPrimitives() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\scenevisibility.cpp:1378]
RSG_Win64_Shipping!OcclusionCull() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\scenevisibility.cpp:1527]
RSG_Win64_Shipping!FSceneRenderer::ComputeViewVisibility() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\scenevisibility.cpp:3002]
RSG_Win64_Shipping!FDeferredShadingSceneRenderer::InitViews() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\scenevisibility.cpp:3324]
RSG_Win64_Shipping!FDeferredShadingSceneRenderer::Render() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:571]
RSG_Win64_Shipping!RenderViewFamily_RenderThread() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\scenerendering.cpp:2850]
RSG_Win64_Shipping!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
RSG_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\async\taskgraph.cpp:664]
RSG_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\async\taskgraph.cpp:574]
RSG_Win64_Shipping!RenderingThreadMain() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
RSG_Win64_Shipping!FRenderingThread::Run() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rendercore\private\renderingthread.cpp:467]
RSG_Win64_Shipping!FRunnableThreadWin::Run() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

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