i got a crash
Assertion failed: [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: 0x887A0006 - 'HUNG')
Warriorb!FWindowsErrorOutputDevice::Serialize()
Warriorb!FOutputDevice::LogfImpl()
Warriorb!FDebug::AssertFailed()
Warriorb!FDebug::AssertFailed()
Warriorb!FRHICommand<FRHICommandSetBlendFactor>::StoreDebugInfo()
Warriorb!VerifyD3D11Result()
Warriorb!FD3D11DynamicRHI::GetQueryData()
Warriorb!FD3D11DynamicRHI::RHIGetRenderQueryResult()
Warriorb!TSet<FPrimitiveOcclusionHistory,FPrimitiveOcclusionHistoryKeyFuncs,FDefaultSetAllocator>::Emplace<FPrimitiveOcclusionHistory>()
Warriorb!TGraphTask<FetchVisibilityForPrimitivesTask>::ExecuteTask()
Warriorb!FProjectedShadowInfo::ModifyViewForShadow()
Warriorb!FSceneRenderer::ComputeViewVisibility()
Warriorb!FDeferredShadingSceneRenderer::InitViews()
Warriorb!FDeferredShadingSceneRenderer::Render()
Warriorb!FRendererModule::RenderTargetPoolFindFreeElement()
Warriorb!TBaseStaticDelegateInstance<void __cdecl(wchar_t const * __ptr64,IConsoleObject * __ptr64),unsigned int & __ptr64>::ExecuteIfSafe()
Warriorb!FNamedTaskThread::ProcessTasksNamedThread()
Warriorb!FNamedTaskThread::ProcessTasksUntilQuit()
Warriorb!RenderingThreadMain()
Warriorb!FRenderingThread::Run()
Warriorb!FRunnableThreadWin::Run()