faetell
6 years agoExplorer
Oculus Avatars Crashes UE 4.24.1, How to Make it Work?
I started a new project using the public version of UE 4.24.1 from the Epic launcher, and did a vanilla setup of the Oculus Avatar SDK per the setup documentation.
I copied the code for the LocalAvatar class pretty much verbatim from the Oculus-VR github repo. After running the project it crashes with the stack trace below, which doesn't seem to have anything to do with what I'm doing. This same setup works in 4.23.1, and if I take that working 4.23.1 project and update it to 4.24.1 I encounter the same crash.
Has anyone got the Avatar SDK working in UE 4.24.1? How can I fix this? Does it work in the sample project with the latest Oculus/UE distro built from source?
CRASH STACK TRACE:
I copied the code for the LocalAvatar class pretty much verbatim from the Oculus-VR github repo. After running the project it crashes with the stack trace below, which doesn't seem to have anything to do with what I'm doing. This same setup works in 4.23.1, and if I take that working 4.23.1 project and update it to 4.24.1 I encounter the same crash.
Has anyone got the Avatar SDK working in UE 4.24.1? How can I fix this? Does it work in the sample project with the latest Oculus/UE distro built from source?
CRASH STACK TRACE:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 2 from an array of size 2
UE4Editor_Core!AssertFailedImplV()
UE4Editor_Core!FDebug::CheckVerifyFailedImpl()
UE4Editor_Engine!DispatchCheckVerify<void,<lambda_360768f400fab54e29d427536ddf31f0> >()
UE4Editor_Engine!FGPUBaseSkinVertexFactory::FShaderDataType::UpdateBoneData()
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData()
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread()
UE4Editor_Engine!<lambda_bcdfe8981c912d846fa86c038246d06d>::operator()()
UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_bcdfe8981c912d846fa86c038246d06d> > >::ExecuteTask()
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread()
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit()
UE4Editor_RenderCore!RenderingThreadMain()
UE4Editor_RenderCore!FRenderingThread::Run()
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp