META XR on Mac OS - Meta Fork & UE standard install both failing
Has anyone had a problem with using the META XR plugin on the Mac? I have tried using the instructions exactly for developing for the Quest using UE on Mac absolutely by the book both using the Meta Fork of UE and doing a standard install and then installing the Meta XR plugin. Both are failing at deploy on my Quest 3. They either stop at the splash screen or crash out at the splash screen. However, with the standard install NOT using Meta XR plugin, it's starting correctly. Reenabling the META XR plugin then results in a crash, typically a shader crash. I'm relatively new to this so any recommendations are greatly appreciated. In case this is helpful: Model Name: Mac Studio Model Identifier: Mac13,1 Model Number: MJMV3LL/A Chip: Apple M1 Max Total Number of Cores: 10 (8 performance and 2 efficiency) Memory: 32 GB Thanks!58Views0likes0CommentsApp crashes when grabbing attempt using Interaction SDK
I'm using Meta's fork of Unreal Engine 4.5.3 and I am using Interaction SDK. I tried to set up an actor to be grabbed, using the InteractionSDK, but whenever I pinch my object, the app crashes. The documentation is very vague on how to set it up, and I tried to copy the Hierarchy from the sample project, but I don't know what is causing the crash. I'm testing in a packaged app on my Quest Pro. The sample project does work as intended. I just added a BoxCollision to the actor IsdkInteractableWidget, and as a child to the BoxCollision, I added IsdkGrabbable component. As well as a IsdkGrabbableAudio. The widget does work with hand to poke and do raytrace interactions, so I am confident in the IsdkHandRigComponentRight and Left components.Solved1.4KViews0likes4CommentsAssertion Failed !bWasCanceled at AsyncLoading.cpp
Hello! Im starting to prepare my game for VR and using the launch option on quest 2 throws me this error line, crashing the game back to Meta lobby. Does anyone know what is happening here? or how I can track it better? LogAndroid: Error: === Critical error: === LogAndroid: Error: LogAndroid: Error: Assertion failed: !bWasCanceled [File:./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 1517] LogAndroid: Error: LogAndroid: Error: [Callstack] 0x0000007169AE178C libUnreal.so(0x000000001243B78C)!FPrecacheCallbackHandler::RequestComplete(bool, IAsyncReadRequest*) [] LogAndroid: Error: [Callstack] 0x000000716934875C libUnreal.so(0x0000000011CA275C)!FGenericReadRequest::PerformRequest() [] LogAndroid: Error: [Callstack] 0x000000716563A3A4 libUnreal.so(0x000000000DF943A4)!FAsyncTaskBase::DoWork() [] LogAndroid: Error: [Callstack] 0x000000716563C7B0 libUnreal.so(0x000000000DF967B0)!FAsyncTaskBase::DoThreadedWork() [] LogAndroid: Error: [Callstack] 0x0000007169420718 libUnreal.so(0x0000000011D7A718)!FQueuedThread::Run() [] LogAndroid: Error: [Callstack] 0x0000007169416CB8 libUnreal.so(0x0000000011D70CB8)!FRunnableThreadPThread::Run() [] LogAndroid: Error: [Callstack] 0x000000716927E6D4 libUnreal.so(0x0000000011BD86D4)!FRunnableThreadPThread::_ThreadProc(void*) [] LogAndroid: Error: [Callstack] 0x000000728BEFA1DC libc.so(0x00000000000DF1DC)![Unknown]() [] LogAndroid: Error: [Callstack] 0x000000728BEA62F0 libc.so(0x000000000008B2F0)![Unknown]() [] Thanks for your assistance!1.1KViews0likes1Comment- 1.5KViews0likes3Comments
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 12:05:233.3KViews0likes2CommentsUE4 crash when using VR Preview since last Oculus app update
Hello, this has been impossible to use the VR preview anymore since the last Oculus app update. Every time you use the VR preview for a second time, Unreal will crash. Please fix this asap, it's making debugging in VR a nightmare. The issue is on 4.27 but I already discussed with several persons having the issue on different versions of UE5.9.1KViews12likes23CommentsUnreal 5.2 android build freezing at inconsistent times on Quest 3
I'm currently working on a android project of which I'm building to the Quest 3. Im running into an issue where at inconsistent times the game freezes the current perspective, and I'm able to look behind me to see an upside down version of the frozen view. After this point the only way to leave the game is by force quitting from the Quest menu. I haven't found any other posts talking about this particular crash with the reversed view and was wondering if anyone had encountered this before or has any tips on solving the cause. Thanks in advance!663Views0likes0CommentsPlaying in VR with Quest 2 on Unreal 5.1.1 with Quest Link crashes in RuntimeIPCSystem thread
I'm working on an Unreal 5.1 project using MetaXR and OpenXR plugins. Lately I've been unable to play in VR mode on my Quest 2 in Unreal due to this crash. The crashing thread is RuntimeIPCSystem, and here is the exception message: Exception 0xc0000005 encountered at address 0x1ef7fa73ef0: User-mode data execution prevention (DEP) violation at location 0x1ef7fa73ef0 Another interesting note is when this crash happens, the Oculus App closes and reopens and Quest Link won't work until I unplug-replug the cable to my Quest 2. Here are some details about my circumstances: - Nobody else on my team has experienced this issue, and I have tried a fresh pull on the project with the same result. This leads me to believe it's a local issue on my machine. - I've tried using DebugGame and Development editor build configurations with the same result - I've uninstalled and reinstalled the Oculus App twice - I've done a Windows restore, where I reinstalled Windows while keeping my apps and user data intact. - Running in VR mode in Unreal editor without Quest Link active will NOT crash I'm suspicious of the Oculus App and Quest Link, but reinstalling the Oculus App hasn't helped. Is there anything I can do to completely wipe my Oculus App data in hope of resetting whatever is broken?1.7KViews0likes3CommentsUE4 Oculus OpenXR: Application sometimes crashes when entering/exiting guardian boundaries.
We found this crashing bug while giving an architecture visualization demo that involved multiple Quests. As you can imagine, for this use case, the crashing can occur fairly often. It can be reproduced with Unreal Engine 4.27.2's default Virtual Reality project with Oculus OpenXR Plugin in use. Repro steps: Set guardian boundary on Oculus Quest to Stationary Package or launch Quest build While controllers are recognized by headset (not handtracking), get near the end of the stationary play area. move your head outside of the play area until the box appears that lets you choose between stationary and room-scale, then re-enter the play area. It may require a few tries. Sometimes it takes me up to 10, but in many cases it happens within the first 7 attempts. The screen will remain completely black, and you will have to exit the application.1.8KViews0likes0CommentsJoinSession Crashes Game w/ Oculus Online Subsystem
I am amazed anyone is able to get Oculus platform features working. I am desperately seeking advice from someone who has and might be able to help me resolve this issue. I'm using UE4.27 but also had the issue with UE4.26. I completed my data use checkup form and have been approved for User Id, User Profile, Friends, Invites, and Matchmaking. I've configured a matchmaking pool: I have the following online subsystem plugins enabled in my project: Online Subsystem, Online Subsystem Null, Online Subsystem Oculus, Online Subsystem Utils. I have an event on my GameInstance which creates a multiplayer session and opens my main level as a listen server: There is another event on my GameInstance that can be called to join the first multiplayer session it finds: When Headset A calls CreateMultiplayerMatch it seems to successfully create a multiplayer session in my "Rated" matchmaking pool. I can see "matchmaking enqueue room" and "matchmaking enqueue user" entries in the MatchMaking debugger within the Developer Dashboard. When Headset B calls JoinAnyMultiplayerSession the application is able to successfully find the session created by Headset A (I can see the oculus username, ping, # players, etc) but when it calls the JoinSession node the application on Headset B (client) crashes with this stacktrace: ''' Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddd99999987 in tid 26349 (GameThread), pid 26301 (on.Redacted) *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/18371800151900000:user/release-keys' Revision: '0' ABI: 'arm64' Timestamp: 2021-09-20 22:09:13-0400 pid: 26301, tid: 26349, name: GameThread >>> com.redacted.Redacted <<< uid: 10708 signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddd99999987 x0 0000007c88bab220 x1 dddddddddddddddd x2 ffffffffbbbbbbba x3 dddddddd99999997 x4 0000007c44766dda x5 000000000000000a x6 00410056004e0049 x7 000000440049004c x8 7fffffffdddde000 x9 000000007fffffff x10 0000000000000000 x11 000000000000003e x12 0000007c87f37b00 x13 000000000000001e x14 0000000000000000 x15 0000000000000032 x16 0000007cc25d5588 x17 0000007db227e0c0 x18 00000000000009bc x19 dddddddddddddddd x20 ffffffffdddddddd x21 0000007d20573060 x22 0000007cc8548020 x23 0000007d20573030 x24 0000007d20bf1ec0 x25 0000007cc8548020 x26 0000007cc8541c40 x27 0000000000000000 x28 0000500000000000 x29 0000007cc85417b0 sp 0000007cc8541780 lr 0000007cbbdac860 pc 0000007db227e0e0 backtrace: #00 pc 000000000007e0e0 /apex/com.android.runtime/lib64/bionic/libc.so (memcpy+32) (BuildId: a6e0ca3a9989715134d1d1e2126e0f7a) #01 pc 00000000091e56b0 /data/app/com.redacted.Redacted-c7HxzmlY5sNeNxNHvQ83Ew==/lib/arm64/libUE4.so!libUE4.so (offset 0x81fa000) (FOnlineSessionNull::JoinSession(int, FName, FOnlineSessionSearchResult const&)+484) (BuildId: d0ce462983f959eb6d3ac237d4c2a08985da6379) #02 pc 00000000088d575c /data/app/com.redacted.Redacted-c7HxzmlY5sNeNxNHvQ83Ew==/lib/arm64/libUE4.so!libUE4.so (offset 0x81fa000) (UJoinSessionCallbackProxy::Activate()+292) (BuildId: d0ce462983f959eb6d3ac237d4c2a08985da6379) #03 pc 000000000004debc <anonymous:7c89c40000> ''' I've determined the specific line that is failing is OnlineSessionInterface.cpp:702 where the call to SearchSessionInfo->HostAddr->Clone() is made: I'm not sure if it's related (seems likely) but leaderboards also don't work for me. My call to "Write Leaderboard Integer" reports success but I never see any scores posted to my leaderboard when I look in the Developer Dashboard. Is it expected for FOnlineSubsystemNull to be used when I have the Oculus Online Subsystem enabled? Some sort of optimization since both of my headsets are on my LAN? Seems wrong to me but other oculus platform features are working, like creating a multiplayer session or finding available sessions. Totally confusing and frustrating. I've read the docs over and over. I've tried every suggestion I can find, including those in this reddit thread. I tried unsuccessfully to get the UE4/Oculus realtime debugger working so I've been limited to log message debugging. I am desperate to find a solution to get leaderboards and matchmaking working with the Oculus Online Subsystem. If anyone has an idea of what it could be, or something to try, please let me know! I've run out of ideas.4KViews0likes4Comments