D3d11util cpp ошибка


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Game Crashing Errors: D3D11Util.cpp, RenderingThread.cpp, AsyncLoading.h — RTX 2080 SUPER Squad, ARMA 3, PUBG Errors

Barely started encountering these issues. Just purchased this computer from iBuyPower BB993 (Best Buy Link).

Errors I’ve Been Encountering:

  1. Unreal Engine is exiting due to D3D device being lost (D3D11Util.cpp)

  2. GameThread timed out waiting for RenderThread after 120.00 secs (RenderingThread.cpp)

  3. Array && Index < TotalNumberOfImportExportNodes && Index >= 0 (AsyncLoading.h)

Computer Specifications

Computer Model: iBuyPower BB993 (from Best Buy)

Motherboard: Asus Prime Z490 Gigabyte board

GPU: Nvidia GeForce RTX 2080 SUPER

CPU: Intel i7-10700K.

My Thoughts on What’s The Cause

I have a huge feeling it has something to do with the RTX 2080 SUPER not being stable at the moment. Recent research has showed similar errors appearing for those with Nvidia cards as well as RTX 2080 SUPER’s included. I switched to nearly all the different versions of Nvidia Game Ready drivers.

Things I did to remedy some problems:

Windows Update — DirectX Installation Also Hidden in Windows Updates

  • Visual C++ Redistributables (2019) updates

  • Switching to all sorts of different versions of Nvidia Drivers. Then from Game Ready to Studio drivers (I tried various Studio Ready Drivers). I installed GPU drivers with and without GeForce Experience.

  • Used Display Driver Uninstaller for a clean GPU wipe everytime.

I was deleting GPU drivers clean off my PC with the Display Driver Uninstaller. After restarting my fresh PC, I would install various Official Nvidia GeForce GameReady Drivers.

I tried to play the games listed above: ARMA 3, Squad, & PUBG. None have worked at all, I’ve tried literally every driver listed on that Official Nvidia GeForce GameReady Drivers for the RTX 2080 SUPER. I’m starting to give up hope. Should I return this PC?

The errors which are not only specific to one game, but multiple. The games I tried to play were: Squad, PUBG, ARMA 3. All games close immediately and leave me with the erorrs mentioned in the Steam debug console. I feel as if there’s a fix for this but I CAN’T FIND IT!!! It’s driving me nuts, help me guys. Please.

In chronological order, these are the errors encountered :

Assertion Failed 1 (Solved eventually)

D3D11Util.cpp — Unreal Engine is exiting due to D3D device being lost.

[File:C:/BuildAgent/work/Squad/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 — ‘HUNG’)

RenderingThread.cpp Assertion failed 2 (Solved eventually):

[File:C:/BuildAgent/work/Squad/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 1138] GameThread timed out waiting for RenderThread after 120.00 secs

AsyncLoading.h Assertion failed (Current Problem):

Array && Index < TotalNumberOfImportExportNodes && Index >= 0 [File:C:BuildAgentworkSquadUnrealEngineEngineSourceRuntimeCoreUObjectPublicSerialization/AsyncLoading.h] [Line: 280]

At the bottom of each Steam Log this can be found:

kernel32

ntdll

It’s NOT working for me on ANYTHING!!!! For a long while now it has not worked since I got it! I’ve sank SO MUCH TIME into attempting to fix this problem. Please tell me someone else is having these problems!!! Maybe also with an Nvidia GeForce RTX 2080 Super ?

Images of Specs:

Archived post. New comments cannot be posted and votes cannot be cast.

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 – ‘S_OK’)

Unreal Engine is exiting due to D3D device being lost.

This is the error that happens to many people trying to use the latest version of Unreal Engine (4.26.1 and 4.27.0). After lots of researches, I finally got the solution to this problem.

How to FIX the ‘Unreal Engine is exiting due to D3D device being lost’ crash?

Some users fixed the problem by installing old NVIDIA Game Ready drivers but it didn’t work for me, maybe because drivers weren’t old enough (but who wants old drivers?).
Luckily, you can keep the latest drivers and still fix the problem following those steps:

  1. Go to this link from the NVIDIA official page

    The 24 September 2021 NVIDIA published a fix, reporting that the problem happens for NVIDIA Game Ready drivers 461.09 and newer.

  2. Download mpo_disable.reg

    From the link above, download the first file (mpo_disable.reg).

  3. Open mpo_disable.reg

    Once downloaded, open the file. In the advice you get, click on YES. This will add a key to your system registry that disables multiplane overlay (you will notice no changes).

  4. Reboot your PC

    The system registry keys are loaded with your OS, so you need to reboot your computer to make the changes effective.

  5. Open Unreal Engine and right-click in the Content Browser window

    This step is just to verify everything is working. Unreal Engine shouldn’t show display flickers or crash anymore because without multiplane overlay the game driver won’t interfere with integrated graphics (like Intel(R) HD graphics 630) so it won’t call the exiting due to D3D device being lost.

When “Unreal Engine is exiting due to D3D device being lost” fatal error happens?

Many people think this happens randomly, but if you pay attention it happens when an overlay window is created, for example:

UE 4.27 and 4.26.1 crash in fullscreen due to multiplane overlay windows causing D3D disconnection.
  • It can crash at the start if it’s shown a “New plugin” overlay window.
  • It can crash if you open a menu by clicking the right mouse button (for example in the Content Creator), this happens because the menu itself is an overlay window.
  • It can crash when you open a level, a Blueprint, or any other file from Content Creator, Modes, World Outliner… this happens because by opening a file, you put your cursor on its icon, and an overlay window is created to show the information relating that file.
  • This happens also if you just overlay the file icon with the cursor, but you don’t open it.

Moreover, there are some conditions in which it happens:

  • Unreal Engine is exiting due to D3D device being lost and crashes only in FULLSCREEN.
  • Only in the latest versions (from 4.26.1 to the last one).
  • Only if the integrated GPU (Intel(R) HD graphics 630) is active.
  • Only in Windows 10 devices.

Click here to see the full error code.

LoginId:personal-code

EpicAccountId:personal-code

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 – ‘S_OK’)

UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

What I tried to fix the UE 4.26.1 and 4.27 crash error, before getting the solution presented above?

  • Rolling back to an older version of NVIDIA Game Ready drivers. NOT WORKED.
  • Setting Windows 10 display sizes to 100% (from 125%). NOT WORKED.
  • Disable integrated GPU (Intel(R) HD graphics 630). WORKED but is a false solution because without it the system lags: the problem is the interference between integrated and dedicated GPU cards, so disabling one the engine works, but it’s not the real solution.
  • Adding system registry key TdrDelay and TdrDdiDelay. NOT WORKED.
  • Installing the NVIDIA Studio Driver instead of the NVIDIA Game Ready Driver. NOT WORKED.

The only REAL solution is the one presented above.

Epic Developer Community Forums

Loading

There still seems to be issue with this error in particular

Full stacktrace here:

Fatal error: [File:D:/UE4_SRC/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 — ‘HUNG’)

UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [D:UE4_SRCEngineSourceRuntimeWindowsD3D11RHIPrivateD3D11Util.cpp:208]
UE4Editor_D3D11RHI!VerifyD3D11Result() [D:UE4_SRCEngineSourceRuntimeWindowsD3D11RHIPrivateD3D11Util.cpp:256]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::GetQueryData() [D:UE4_SRCEngineSourceRuntimeWindowsD3D11RHIPrivateD3D11Query.cpp:357]
UE4Editor_D3D11RHI!FD3D11RenderQueryBatcher::PerFrameFlush() [D:UE4_SRCEngineSourceRuntimeWindowsD3D11RHIPrivateD3D11Query.cpp:45]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIPerFrameRHIFlushComplete() [D:UE4_SRCEngineSourceRuntimeWindowsD3D11RHIPrivateWindowsWindowsD3D11Device.cpp:2086]
UE4Editor_RHI!FRHIResource::FlushPendingDeletes() [D:UE4_SRCEngineSourceRuntimeRHIPrivateRHI.cpp:611]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [D:UE4_SRCEngineSourceRuntimeRendererPrivateDeferredShadingRenderer.cpp:1456]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [D:UE4_SRCEngineSourceRuntimeRendererPrivateSceneRendering.cpp:3619]
UE4Editor_Renderer!<lambda_ead3a0042dfdf5af6dd902d9545231b0>::operator()() [D:UE4_SRCEngineSourceRuntimeRendererPrivateSceneRendering.cpp:3889]
UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::35′::FDrawSceneCommandName,<lambda_ead3a0042dfdf5af6dd902d9545231b0> >::DoTask() [D:UE4_SRCEngineSourceRuntimeRenderCorePublicRenderingThread.h:183]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::35′::FDrawSceneCommandName,<lambda_ead3a0042dfdf5af6dd902d9545231b0> > >::ExecuteTask() [D:UE4_SRCEngineSourceRuntimeCorePublicAsyncTaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:UE4_SRCEngineSourceRuntimeCorePrivateAsyncTaskGraph.cpp:709]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:UE4_SRCEngineSourceRuntimeCorePrivateAsyncTaskGraph.cpp:601]
UE4Editor_RenderCore!RenderingThreadMain() [D:UE4_SRCEngineSourceRuntimeRenderCorePrivateRenderingThread.cpp:373]
UE4Editor_RenderCore!FRenderingThread::Run() [D:UE4_SRCEngineSourceRuntimeRenderCorePrivateRenderingThread.cpp:509]
UE4Editor_Core!FRunnableThreadWin::Run() [D:UE4_SRCEngineSourceRuntimeCorePrivateWindowsWindowsRunnableThread.cpp:86]

I was able to completely avoid this error in past, two major things I changed: Mesh generation frequency changed infrequent to frequent + enabled SSGI

These two could be related to the error, i will try to rule out the SSGI because I am not 100% sure about it.

I want to start making games with Unreal Engine 4. So, I downloaded a pre-compiled version of UE4 from a reliable third-party website, which is worked for my friend.
For running UE4, I start UE4editor.exe from C:UE4EngineBinariesWin64 folder.
When I run it, the following error message shows, the progress hangs on 0% and quits.

Also, notice the address mentioned in error message: D:Unreal Engine 4.8.0 NV-Techs… which is not correct! As I said before, my UE4 folder is C:UE4. Whats wrong?!!

What can I do to solve the problem?!!
I attached log and dump files. If any other details needed please tell me.
Thanks for your attention

system specs:

  • Windows 8.1
  • CPU: Core i5
  • RAM: 4GB
  • GPU: AMD Radeon 6300M series

Log files:
UE4 logs.rar

error message:

 ---------------------------
 The UE4- Editor has crashed and will close
 ---------------------------
 Fatal error: [File:D:Unreal Engine 4.8.0 NV-TechsEngineSourceRuntimeWindowsD3D11RHIPrivateD3D11Util.cpp] [Line: 223] 
 Direct3DDevice->CreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed 
  at D:Unreal Engine 4.8.0 NV-TechsEngineSourceRuntimeWindowsD3D11RHIPrivateD3D11Texture.cpp:458 
  with error E_INVALIDARG, 
  Size=512x512x1 Format=(0x00000035), NumMips=1, Flags=D3D11_BIND_DEPTH_STENCIL D3D11_BIND_SHADER_RESOURCE 

 KERNELBASE.dll {0x00007ffce1d58b9c} + 0 bytes

 UE4Editor-Core.dll {0x00007ffccc08087f} + 0 bytes

 UE4Editor-Core.dll {0x00007ffccbec9dd8} + 0 bytes

 UE4Editor-Core.dll {0x00007ffccbeaa7a2} + 0 bytes

 UE4Editor-D3D11RHI.dll {0x00007ffcc26f4fd4} + 0 bytes

 UE4Editor-D3D11RHI.dll {0x00007ffcc26efe51} + 0 bytes

 UE4Editor-D3D11RHI.dll {0x00007ffcc269300f} + 0 bytes

 UE4Editor-D3D11RHI.dll {0x00007ffcc26df7bc} + 0 bytes

 UE4Editor-D3D11RHI.dll {0x00007ffcc26fb586} + 0 bytes

 GFSDK_VXGI_x64.dll!VXGI::VoxelTexture::AllocateResources() {0x00007ffcc1f0bbe4} + 18 bytes [c:p4swdevrellibdevgidevbugfix_maingiworkssrcgi_voxe

 GFSDK_VXGI_x64.dll!VXGI::GlobalIllumination::AllocateResources() {0x00007ffcc1edc2da} + 8 bytes [c:p4swdevrellibdevgidevbugfix_maingiworkssrcgi_base

 GFSDK_VXGI_x64.dll!VXGI::GlobalIllumination::setVoxelizationParameters() {0x00007ffcc1ed92f1} + 11 bytes [c:p4swdevrellibdevgidevbugfix_maingiworkssrcgi_base

 UE4Editor-D3D11RHI.dll {0x00007ffcc26c5f19} + 0 bytes

 UE4Editor-D3D11RHI.dll {0x00007ffcc26d4260} + 0 bytes

 UE4Editor-RHI.dll {0x00007ffcddf3f819} + 0 bytes

 UE4Editor.exe {0x00007ff71a1dacee} + 0 bytes

 UE4Editor.exe {0x00007ff71a1d241b} + 0 bytes

 UE4Editor.exe {0x00007ff71a1d2a6a} + 0 bytes

 UE4Editor.exe {0x00007ff71a1e45e9} + 0 bytes

 UE4Editor.exe {0x00007ff71a1e55d9} + 0 bytes

 KERNEL32.DLL {0x00007ffce31913d2} + 0 bytes

 ntdll.dll {0x00007ffce4b35454} + 0 bytes

 ntdll.dll {0x00007ffce4b35454} + 0 bytes

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