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- LoginId:0860ded344a02fea0502f0a5a51d5808
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- Fatal error: [File:D:\Build\ UE4 Release-4.16 Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 181]
- Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
- UE4Editor_Core!FDebug::AssertFailed() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
- UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:191]
- UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:230]
- UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateUniformBuffer() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11uniformbuffer.cpp:159]
- UE4Editor_Renderer!RHICreateUniformBuffer() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\rhi\public\dynamicrhi.h:1405]
- UE4Editor_Renderer!SetUniformBufferParameterImmediate<FRHIPixelShader * __ptr64,FDeferredLightUniformStruct>() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\shadercore\public\shaderparameterutils.h:497]
- UE4Editor_Renderer!SetDeferredLightParameters<FRHIPixelShader * __ptr64>() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\shadowrendering.h:151]
- UE4Editor_Renderer!FTranslucentInjectParameters::Set<FRHIPixelShader * __ptr64>() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\translucentlighting.cpp:703]
- UE4Editor_Renderer!TTranslucentLightingInjectPS<1,0,0,1>::SetParameters() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\translucentlighting.cpp:840]
- UE4Editor_Renderer!SetInjectionShader<1,0>() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\translucentlighting.cpp:1416]
- UE4Editor_Renderer!InjectTranslucentLightArray() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\translucentlighting.cpp:1564]
- UE4Editor_Renderer!FDeferredShadingSceneRenderer::InjectTranslucentVolumeLightingArray() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\translucentlighting.cpp:1616]
- UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\lightrendering.cpp:487]
- UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1070]
- UE4Editor_Renderer!CaptureSceneToScratchCubemap() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:716]
- UE4Editor_Renderer!TGraphTask<`CaptureSceneIntoScratchCubemap'::`4'::EURCMacro_CaptureCommand>::ExecuteTask() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
- UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
- UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
- UE4Editor_RenderCore!RenderingThreadMain() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
- UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
- UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\ ue4 release-4.16 compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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