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colinbgunfire
9 years agoHonored Guest
UE4 4.10.4 + Oculus 1.3 deadlock (with fix)
I accidentally posted this in the support forum instead of developer, so I'm reposting it here.
I integrated the 1.3 SDK changes from GitHub into our copy of UE4 and QA ran into a deadlock when pulling the HDMI cable. The issue is that in FOculusRiftHMD::DoEnableStereo it calls FOvrSessionShared::Destroy which suspends the rendering thread then resumes it. Then, right after that Unreal re-suspends it as part of the SetViewportSize call. There's a bug in the async loading where it can hang on an event in that case, which was fixed in Epic CL 2772990. I merged that into our branch and it fixed the issue.
I integrated the 1.3 SDK changes from GitHub into our copy of UE4 and QA ran into a deadlock when pulling the HDMI cable. The issue is that in FOculusRiftHMD::DoEnableStereo it calls FOvrSessionShared::Destroy which suspends the rendering thread then resumes it. Then, right after that Unreal re-suspends it as part of the SetViewportSize call. There's a bug in the async loading where it can hang on an event in that case, which was fixed in Epic CL 2772990. I merged that into our branch and it fixed the issue.
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- MickFrimaProtegeWhat was happening when you encountered this? The game simply stop rendering? Or was there a crash of some sort? Or something else? I'm having an issue where the rendering thread seems to be idle in the editor, I'm wondering if this might be related?
Thanks! - colinbgunfireHonored GuestEverything stopped, it looked like it had crashed. If you force a breakpoint it should be pretty easy to see where things are stuck though. Just check the async loading thread and the main thread.
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