RenderDoc Meta Fork v55.0 does not show Tile Timeline or Tile Browser for UE 5.2 builds
I have an application in Unreal Engine 5.2. When I try and view a captured frame, I do not get any information in the Tile Timeline. It appears to load the capture fine, and I get information in the Timeline, Event Browser and other windows. I get the the following error at the end of the log: Android 1469 09:54:25 vk_counters.cpp(1361) Error Failed to retrieve vulkan renderstage trace results. Here is the full log for context (username and serial numbers have been sanitized): https://pastebin.com/HnCgZwAE Is this a known issue? Is there any known way to resolve it? Any help in getting the Tile Timeline and Tile Browser working would be most appreciated. Thanks!4.6KViews3likes5Comments- 1.5KViews0likes3Comments
Game crashes on startup - Unreal 5.2.1
Hello, I've been trying to get this working for a while now but haven't gotten it to. This happens no matter which project template I use. This time I made a VR project and then just added meta XR and made all the changes in settings that are needed. then when building everything seems fine until I try to open the app up on my quest 2 where it just fades the screen to black and then immediately puts me back in my home environment. I get this in the logs when it crashes. [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: === Critical error: === [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: Fatal error: [File:./Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 7173] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: Missing global shader FHardOcclusionsPS's permutation 0, Please make sure cooking was successful. [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077C56AFCD0 libUnreal.so(0x0000000013608CD0)!VerifyGlobalShaders(EShaderPlatform, ITargetPlatform const*, bool, TArray<FShaderType const*, TSizedDefaultAllocator<32> > const*, TArray<FShaderPipelineType const*, TSizedDefaultAllocator<32> > const*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077C56B285C libUnreal.so(0x000000001360B85C)!CompileGlobalShaderMap(EShaderPlatform, ITargetPlatform const*, bool) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1589DC libUnreal.so(0x000000000B0B19DC)!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD141B08 libUnreal.so(0x000000000B09AB08)!AndroidMain(android_app*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1504B8 libUnreal.so(0x000000000B0A94B8)!android_main() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1862B8 libUnreal.so(0x000000000B0DF2B8)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000078E2B371DC libc.so(0x00000000000DF1DC)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000078E2AE32F0 libc.so(0x000000000008B2F0)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:832][ 0]LogExit: Executing StaticShutdownAfterError [2023.11.08-22.11.57:832][ 0]LogAndroid: FAndroidMisc::RequestExit(1) Sorry if I'm missing something I should know, I'm new to unreal since ive been doing unity forever2.4KViews0likes2CommentsBlurry Textures + Aliasing
Hello! Ive just set up my Quest 3 with UE5. But if i start my test level, the textures are getting blurry in the distance. Also i have a massive aliasing on some objects. Ive gone through all the associated project settings, but nothing changed. Ive tried it with 4k quixel megascans but its still blurry. Any advice? Thank you!1.1KViews1like0Comments