UE4.27 VR Preview crash when 'play as client'
Hi, I'm developing multiplayer FPS Game and trying to use spacewarp on UE4. I followed Oculus guide here : https://developer.oculus.com/documentation/unreal/unreal-asw But when I set 2 players and try to Play VR preview with 'Play as Client' setting in editor, editor just shut down without any crash report. (It works on 'Play as Standalone') It also occur on VR template project.. Does anyone know solution? Thanks for your help. Here is my UE4 version in use. Project version : ue4-oculus-4.27.2-1.70.0-v38.0 ps. I found log output from saved log file [2022.04.25-03.05.23:204][452]LogWindows: Error: === Critical error: === [2022.04.25-03.05.23:204][452]LogWindows: Error: [2022.04.25-03.05.23:204][452]LogWindows: Error: Fatal error: [File:C:/UE4oculus427/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 902] [2022.04.25-03.05.23:204][452]LogWindows: Error: Rendering thread exception: [2022.04.25-03.05.23:204][452]LogWindows: Error: Assertion failed: IsValid() [File:C:\UE4oculus427\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890] [2022.04.25-03.05.23:204][452]LogWindows: Error: [2022.04.25-03.05.23:204][452]LogWindows: Error: [2022.04.25-03.05.23:204][452]LogWindows: Error: [2022.04.25-03.05.23:204][452]LogWindows: Error: [Callstack] 0x00007ff9e3d54f69 KERNELBASE.dll!UnknownFunction [] [2022.04.25-03.05.23:204][452]LogWindows: Error: [2022.04.25-03.05.23:204][452]LogWindows: Error: [2022.04.25-03.05.23:204][452]LogWindows: Error: [2022.04.25-03.05.23:204][452]LogWindows: Error: [2022.04.25-03.05.23:258][452]LogExit: Executing StaticShutdownAfterError [2022.04.25-03.05.23:263][452]LogWindows: FPlatformMisc::RequestExit(1) [2022.04.25-03.05.23:263][452]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3) [2022.04.25-03.05.23:263][452]LogCore: Engine exit requested (reason: Win RequestExit) [2022.04.25-03.05.23:290][452]Log file closed, 04/25/22 12:05:233.3KViews0likes2CommentsScene Capture 2D no longer working in 4.27
I recently updated my project from 4.26 to 4.27 and now I cannot get any of my scene capture 2d components to capture a scene to a render target. I tried all the usual suspects including turning off/on multi-view, trying different rendering methods: ES3.1 and Vulkan with no luck. Has anyone else had success with doing any sort of Scene capture on the Quest with 4.27? My capture settings are identical to my 4.26 project, but capturing LDR scene with a few actors in the visibility list simply isn't working in 4.27 Any help? anyone else scene capturing in 4.27?6.5KViews0likes4CommentsProject for Oculus Quest works fine on preview with link but launching build seems messed up
I’m creating a project for Oculus Quest. That project includes: the Water Plugin (for an ocean and some things floating with buyancy) the SunSky Plugin (so we can set the scene in sunset) the Cable plugin a ready made big ship with lots of meshes and materials all placed as static I can preview the game in my Quest2 without any issue using the oculus link and everything works fine (except volumetric clouds which I read are not ok for VR, so I removed them). When I try to launch, the launch completes with success but the game runs pretty messed up in the device. SunSky doesn’t work and I cannot see the atmosphere nor the sun and the scene is poorly lit The ocean doesn’t appear but it works (the objects are floating but in a black void) Several materials appear messed up (and some missing) The games lags (my only interaction is in my simple custom blueprint for my VR Pawn that features teleportation, hand animations and grabbing certain objects) I tried the settings in this article: https://fattybull.com/unreal-quest2/ But I just got the same issues with less lagging (but still highly noticable). I’m new to game dev (+XR dev) but try my best to make just a simple scene with a boat in the ocean and minimal interaction. I just need to know in what direction should I look for to troubleshoot these issues. Is it a settings issue? Is it an sdk issue? Is it material issues? Is any of the plugins I use too intensive? Is my scene too big (many elements)? I try to look into all of the above but that seems chaotic.2.6KViews0likes1Comment