Crash while talking to Maurice

I restarted ES1, then while talking to Maurice, it crashed.
LoginId:e271db974dc59db3904d28b2b8b5d55a
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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::RHICreateUniformBuffer() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11uniformbuffer.cpp:161]
RSG_Win64_Shipping!CreateSceneTextureUniformBufferSingleDraw() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2705]
RSG_Win64_Shipping!FSceneTextureShaderParameters::Set() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\public\scenerendertargetparameters.h:141]
RSG_Win64_Shipping!TShadowProjectionShaderParameters<0>::Set() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\shadowrendering.h:918]
RSG_Win64_Shipping!TShadowProjectionPS<3,0,0,0>::SetParameters() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\shadowrendering.h:1088]
RSG_Win64_Shipping!FProjectedShadowInfo::RenderProjection() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\shadowrendering.cpp:984]
RSG_Win64_Shipping!FSceneRenderer::RenderShadowProjections() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\shadowrendering.cpp:1417]
RSG_Win64_Shipping!FDeferredShadingSceneRenderer::RenderShadowProjections() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\shadowrendering.cpp:1460]
RSG_Win64_Shipping!FDeferredShadingSceneRenderer::RenderLights() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\lightrendering.cpp:755]
RSG_Win64_Shipping!FDeferredShadingSceneRenderer::Render() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1194]
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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