Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
Squareys's avatar
Squareys
Explorer
8 years ago

[GearVR] Crash on Input (except when Oculus GearVR Home is uninstalled)

Hello everybody!

I have an Unreal Engine 4.20.2 project that until recently worked fine until it started to crash on any input (especially noteworthy: ).
The crash happens on Samsung Galaxy S8 edge, Oculus GO reportidly works fine.

Most suspiciously, I can get the intended behaviour (buttons not causing the app to crash) by following these steps:
  1. Install App and launch (crashes)
  2. Start GearVR developer mode
  3. Uninstall GearVR version of Oculus Home from the App Launcher (not the App list in settings)
  4. Since the GearVR service is still running, I can still launch the App, which then works fine
Alternatively installing Oculus Home without logging in supposidly also works.
This makes me think it could be related to entitlement checks, but adb logcat output gives me no hints.
The crash happens in some Android Event Thread, here are some stack traces Android Studio gave me while debugging, no idea if they are useful to anyone:



Any idea or even guess would be super appreciated.

Looking forward to your comments!
Cheers, Jonathan.




Other things I tried (for reference):
  • Target/Minimum SDK is currently 24, but changing to 19 does not seem to affect this. I admit I am not experienced with the Android SDK or NDK, so I may still be building with 24, not totally sure
  • Using Unreal Engine 4.20.1 does not fix the issue
  • I cannot reproduce on Rift (just to make sure the input handling code on the project side is more or less sane)
  • The app doesn't crash immediately on button press, but with a short, variable length delay.
  • Starting the App without the developer mode trick does not work, it prompts you to install all the Oculus Apps
  • Rolling back to the last "known to work build" on the Oculus store causes the same problem
  • volume controls also lead to the crash which are definitely not handled by the project
  • I cannot reproduce it with the GearVR Motion Controller example from Unreal Engine (it works totally fine), but that is neither built for distribution nor installed via Oculus Home.

25 Replies

Replies have been turned off for this discussion