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LoadSceneFromDeviceAsync() in v66 crashes UE5.4 when PIE

BreakMaker
Explorer

Hi, 

Anybody is else experiencing the same?

I have decided to switch from the old workflow whereby you had to use XRSceneActor placed in your level over to access the scene model over to the new MRUK workflow. However I am experiencing crashes every second time I load the scene:

 

The crash looks like this (see below). Unfortunately not much to go from (even with debugging symbols loaded) but by trial and error and definetely narrowed down the  crash to the latent function LoadSceneFromDeviceAsync() and it only crashes on the Success delegate.

Because when I first hit PIE the Failure branch fires and prints the message "Could not load MR scene..."

The second time I PIE the breakpoint hits for the second time leading over to Success when it crashes.

I should mention that of course I have scanned the room beforehand and I have scene actors present.
Since I cannot use LoadSceneFromDeviceAsync(), the MRUKSubsystem does not have a valid scene model stored, and as a result, I cannot use the new functions added such as Raycast. 
 

It is a pity. I was really hoping MRUK would fix the race conditions when loading the scene. For the time being, I am going back to using the XRSceneActor.
Looking forward to hearing any accounts.

Kind Regards

Zoltan

 

PS

Both the MRUK and the MetaXR Plugins are v66.

 

Log output after the crash.Log output after the crash.Crashing nodeCrashing node

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