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UnrealEngine4Error

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Jan 20th, 2018
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  1. Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0005 - 'REMOVED')
  2.  
  3. UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
  4. UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:192]
  5. UE4Editor_D3D11RHI!VerifyD3D11Result() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:231]
  6. UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateVertexBuffer() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\windows\d3d11rhi\private\d3d11vertexbuffer.cpp:83]
  7. UE4Editor_RHI!FDynamicRHI::CreateVertexBuffer_RenderThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:1962]
  8. UE4Editor_RHI!FRHICommandListImmediate::CreateVertexBuffer() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:3692]
  9. UE4Editor_Renderer!RHICreateVertexBuffer() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rhi\public\rhicommandlist.h:4544]
  10. UE4Editor_Renderer!FRWBuffer::Initialize() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rhi\public\rhiutilities.h:70]
  11. UE4Editor_Renderer!FDeferredShadingSceneRenderer::ComputeLightGrid() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\lightgridinjection.cpp:615]
  12. UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:816]
  13. UE4Editor_Renderer!CaptureSceneToScratchCubemap() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:728]
  14. UE4Editor_Renderer!TGraphTask<`CaptureSceneIntoScratchCubemap'::`4'::EURCMacro_CaptureCommand>::ExecuteTask() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
  15. UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:651]
  16. UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:560]
  17. UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
  18. UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
  19. UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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