Forum Discussion
Gunfire_JackH
9 years agoHonored Guest
OculusRiftSplash - using DeltaRotation causing crashes in UE v4.15
We didn't see this issue until upgrading to v4.15.
The splash will flicker and output will flood with the following messages until oom:
LogHMD: Allocated a new swap texture set
LogHMD: Freeing textureSet
Looks like every time the transform rotation is set inside FOculusRiftSplash::Tick it frees the textureset.
I've tried setting up the splash in blueprint using AddLoadingSplashScreen and by using the Oculus.Splash.Settings engine config. Both give the same results as soon as I give it a DeltaRotation.
Please advise. TY.
The splash will flicker and output will flood with the following messages until oom:
LogHMD: Allocated a new swap texture set
LogHMD: Freeing textureSet
Looks like every time the transform rotation is set inside FOculusRiftSplash::Tick it frees the textureset.
I've tried setting up the splash in blueprint using AddLoadingSplashScreen and by using the Oculus.Splash.Settings engine config. Both give the same results as soon as I give it a DeltaRotation.
Please advise. TY.
4 Replies
- owenwpExpert ProtegeIn my experience this has always happened intermittently in Unreal when you have more than one layer set to rotate at a time. There seems to be a race condition of some kind that causes problems if there are too many layer updates per frame during loading.
- Gunfire_JackHHonored Guest
imperativity said:
Hi,
Welcome to the Oculus Forums.
I am currently looking into this issue and will update you when I have more information to share.
TY. Have you been able to repro this? - Gunfire_JackHHonored Guest
imperativity said:
FYI:
I have word that the splash screen is being completely redone for 4.16 in GitHub builds and in 4.17 for UE4 main.
It will be a layer refactor.
Ouch. We ship this fall and need time for some testing haha. If you can find out what we could do locally to make this work, please let us know. TY! - Jeff_FisherHonored GuestHello from Epic,
I think I found a fix for this problem.
I think there are still some problems with the code here, it seems to create, delete, create the texture for the layer when the layer is created, but with this fix it doesn't do that every frame.
A diff is attached.
-Jeff
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