Forum Discussion
Anonymous
7 years agoDoes Mobile Multi-View work in 4.21-release-1.31.0 ?
According to the docs: https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-multi-view/
Oculus Go and all supported Samsung phones support Multi-View with OpenGL ES 2.
Oculus Go, S8, and S9 phones also support Multi-View with OpenGL ES 3.1.
Oculus Go, S8, and S9 phones also support Multi-View with OpenGL ES 3.1.
My project settings, I've disabled "Support OpenGL ES2" and enabled "Support OpenGL ES3.1". And I've turned on mobile multi-view and mobile multi-view direct. However, as soon as I launch the application on the GO, it crashes with the following stack trace:
LogPlayLevel: 12-03 14:40:58.693 22926 23032 D UE4 : Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:/ue4/ovr-1.31.0/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 611]
LogPlayLevel: 12-03 14:40:58.693 22926 23032 D UE4 : Array index out of bounds: 1 from an array of size 1
LogPlayLevel: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:694][ 0]Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:/ue4/ovr-1.31.0/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 611]
LogPlayLevel: 12-03 14:40:58.695 22926 23032 D UE4 : Array index out of bounds: 1 from an array of size 1
LogPlayLevel: Error: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:695][ 0]LogAndroid: Error: === Critical error: ===
LogPlayLevel: Error: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:695][ 0]LogAndroid: Error:
LogPlayLevel: Error: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:695][ 0]LogAndroid: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:/ue4/ovr-1.31.0/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 611]
LogPlayLevel: Error: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:695][ 0]LogAndroid: Error: Array index out of bounds: 1 from an array of size 1
LogPlayLevel: Error: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:695][ 0]LogAndroid: Error: [Callstack] 0x00000000CE8026EC (0x0000000004A186EC) libUE4.so!FSceneRenderer::ComputeViewVisibility(FRHICommandListImmediate&) []
LogPlayLevel: Error: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:695][ 0]LogAndroid: Error: [Callstack] 0x00000000CE46B2C8 (0x00000000046812C8) libUE4.so!FMobileSceneRenderer::InitViews(FRHICommandListImmediate&) []
LogPlayLevel: Error: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:695][ 0]LogAndroid: Error: [Callstack] 0x00000000CE46C8B8 (0x00000000046828B8) libUE4.so!FMobileSceneRenderer::Render(FRHICommandListImmediate&) []
LogPlayLevel: Error: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:695][ 0]LogAndroid: Error: [Callstack] 0x00000000CE7EDBFC (0x0000000004A03BFC) libUE4.so![Unknown]() []
LogPlayLevel: Error: 12-03 14:40:58.696 22926 23032 D UE4 : [2018.12.03-20.40.58:696][ 0]LogAndroid: Error: [Callstack] 0x00000000CE82F2C8 (0x0000000004A452C8) libUE4.so![Unknown]() []
LogPlayLevel: 12-03 14:40:58.696 22926 23006 D UE4 : *** JavaEnvDestructor: 23006
LogPlayLevel: Error: 12-03 14:40:58.696 22926 23032 D UE4 : [2018.12.03-20.40.58:696][ 0]LogAndroid: Error: [Callstack] 0x00000000CCDE2668 (0x0000000002FF8668) libUE4.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) []
LogPlayLevel: Error: 12-03 14:40:58.696 22926 23032 D UE4 : [2018.12.03-20.40.58:696][ 0]LogAndroid: Error: [Callstack] 0x00000000CCDE12A4 (0x0000000002FF72A4) libUE4.so!FNamedTaskThread::ProcessTasksUntilQuit(int) []
LogPlayLevel: Error: 12-03 14:40:58.696 22926 23032 D UE4 : [2018.12.03-20.40.58:696][ 0]LogAndroid: Error: [Callstack] 0x00000000CE025BA8 (0x000000000423BBA8) libUE4.so!RenderingThreadMain(FEvent*) []
LogPlayLevel: Error: 12-03 14:40:58.697 22926 23032 D UE4 : [2018.12.03-20.40.58:696][ 0]LogAndroid: Error: [Callstack] 0x00000000CE037AC0 (0x000000000424DAC0) libUE4.so!FRenderingThread::Run() []
LogPlayLevel: Error: 12-03 14:40:58.697 22926 23032 D UE4 : [2018.12.03-20.40.58:697][ 0]LogAndroid: Error: [Callstack] 0x00000000CCE6E670 (0x0000000003084670) libUE4.so!FRunnableThreadPThread::Run() []
LogPlayLevel: Error: 12-03 14:40:58.697 22926 23032 D UE4 : [2018.12.03-20.40.58:697][ 0]LogAndroid: Error: [Callstack] 0x00000000CCDDC6A0 (0x0000000002FF26A0) libUE4.so!FRunnableThreadPThread::_ThreadProc(void*) []
LogPlayLevel: Error: 12-03 14:40:58.697 22926 23032 D UE4 : [2018.12.03-20.40.58:697][ 0]LogAndroid: Error: [Callstack] 0x00000000EEF5FA94 (0x0000000000047A94) libc.so![Unknown]() []
LogPlayLevel: Error: 12-03 14:40:58.697 22926 23032 D UE4 : [2018.12.03-20.40.58:697][ 0]LogAndroid: Error: [Callstack] 0x00000000EEF321A6 (0x000000000001A1A6) libc.so![Unknown]() []
LogPlayLevel: Error: 12-03 14:40:58.697 22926 23032 D UE4 : [2018.12.03-20.40.58:697][ 0]LogAndroid: Error:
LogPlayLevel: Error: 12-03 14:40:58.697 22926 23032 D UE4 : [2018.12.03-20.40.58:697][ 0]LogAndroid: Error:
LogPlayLevel: Error: 12-03 14:40:58.698 22926 23032 D UE4 : [2018.12.03-20.40.58:697][ 0]LogAndroid: Error:
LogPlayLevel: Error: 12-03 14:40:58.698 22926 23032 D UE4 : [2018.12.03-20.40.58:698][ 0]LogAndroid: Error:
LogPlayLevel: 12-03 14:40:58.711 22926 23032 D UE4 : [2018.12.03-20.40.58:711][ 0]LogWindows: FAndroidMisc::RequestExit(1)Anyone know what's going on? Are there some features that I can't be using in multi-view? The project is rather bare-bones right now, so I'm not sure we're doing anything to cause this crash.
This is in the latest 4.21 OVR release, btw.
9 Replies
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- AnonymousPrior to switching to mobile multi-view, it didn't crash.
- AnonymousI just tested on a new VR template project with the same configuration settings above, and it fails with the same error.
- AnonymousI just turned off support OpenGL ES 3.1, and it's still crashing. Now I wonder if mobile multi-view works at all.
- AnonymousAnd I just tested with a new, blank level. Still crashes with the error above.
- Anonymous3.1 and multiview worked for me on the Go with the latest 4.21 oculus branch last time I tested it.Maybe you need to post all your project settings (DefaultEngine.ini) to see what the problem might be?Did you try a blank level without changing any settings other than activating "Oculus Mobile manifest configuration" in the android settings? Does that work?Also make sure mobile hdr is off and that you've the correct Android target and min SDK versions set.
- AnonymousEDIT: Well, I thought a restart had fixed it, but looks like it's still happening...
- AnonymousSo I think it might have something to do with the second conditional here: https://github.com/EpicGames/UnrealEngine/commit/f7626ddd147fe20a6144b521a26739c863546f4a#diff-79f2853f5fc843939a1e9e73ced510ea
The Oculus 4.21 branch does not check the View.Num() > 1 before indexing on line 3102. I'm going to verify if this is the reason why this is failing.
And if this is the culprit, I'm curious how nobody else seems to be having issues. Are ya'll sure mobile multi-view is working? - AnonymousOk so that was the issue: https://github.com/Oculus-VR/UnrealEngine/commit/f012a73eb235b6eb6d4f01ca2d8be9ebfafd8d25#diff-79f2853f5fc843939a1e9e73ced510ea
Problem was that I had downloaded the tag release, rather than the most up to date version from the repo. - Anonymous
christian_svr said:
Ok so that was the issue: https://github.com/Oculus-VR/UnrealEngine/commit/f012a73eb235b6eb6d4f01ca2d8be9ebfafd8d25#diff-79f2853f5fc843939a1e9e73ced510ea
Problem was that I had downloaded the tag release, rather than the most up to date version from the repo.
would explain it then as I had the most up to date version at the time.
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