2 Hungs

I got one hung the first time I died in the game, and got another in my second game I played a few seconds after I finished my first space jump. I'm not sure what I need to give, so just take the crashes:

LoginId:4b24ca58434cfc70988bb99101bbaac9
EpicAccountId:f25fb7410a14444ba37dc38427270963

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!FD3D11Viewport::PresentChecked() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:305]
RSG_Win64_Shipping!FD3D11DynamicRHI::RHIEndDrawingViewport() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:605]
RSG_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rhi\private\rhicommandlist.cpp:573]
RSG_Win64_Shipping!FRHICommandList::EndDrawingViewport() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rhi\private\rhicommandlist.cpp:1509]
RSG_Win64_Shipping!FSlateRHIRenderer::DrawWindow_RenderThread() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:928]
RSG_Win64_Shipping!TGraphTask > >::ExecuteTask() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:844]
RSG_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\async\taskgraph.cpp:573]
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]


LoginId:4b24ca58434cfc70988bb99101bbaac9
EpicAccountId:f25fb7410a14444ba37dc38427270963

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::RHICreateVertexBuffer() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\windows\d3d11rhi\private\d3d11vertexbuffer.cpp:86]
RSG_Win64_Shipping!FDynamicRHI::CreateVertexBuffer_RenderThread() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rhi\private\rhicommandlist.cpp:1865]
RSG_Win64_Shipping!FPositionVertexBuffer::InitRHI() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\engine\private\positionvertexbuffer.cpp:184]
RSG_Win64_Shipping!FRenderResource::InitResource() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\rendercore\private\renderresource.cpp:41]
RSG_Win64_Shipping!::operator()() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\engine\private\tilerendering.cpp:336]
RSG_Win64_Shipping!TGraphTask > >::ExecuteTask() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:844]
RSG_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [i:\intermediate\rsg_configurable_win\engine\engine\source\runtime\core\private\async\taskgraph.cpp:573]
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]


Pretty sure the stack trace is the same, probably because it wasn't a crash, it was a hung...

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