Unreal game launching Assertion failed: AsyncLoadingThread crash
Hello, After a while of not building my game for Quest 2 Standalone, I am back to get that version ready. I managed to compile the code and to package without failing. But when the game launches to the Quest 2, the game instantly crashes back to the main hub. This is the error I get on the Output Log, which is not much to know what is going on, or who is the culprit. LogPlayLevel: 05-18 09:34:57.699 5979 6009 D UE4 : [2022.05.18-14.34.57:699][ 0]LogInit: Texture streaming: Enabled LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Started Connection to '127.0.0.1:56709' LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Discovered node '3D9595EF4C50F82740AFF3AED2CEE6B5' on connection '127.0.0.1:56709'... LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : LogPlayLevel: Error: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]LogAndroid: Error: === Critical error: === LogPlayLevel: Error: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: << callstack too long >> LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: 05-18 09:34:58.484 5979 6009 D UE4 : [2022.05.18-14.34.58:484][ 0]LogExit: Executing StaticShutdownAfterError LogPlayLevel: 05-18 09:34:58.487 5979 6009 D UE4 : [2022.05.18-14.34.58:487][ 0]LogAndroid: FAndroidMisc::RequestExit(1) LogPlayLevel: Took 0.6029501s to run adb.exe, ExitCode=0 Any ideas on how I could start to look into why my game is crashing? I feel like I have no tools to know what is going on. What I've tried so far is to remove as many maps I can to see if reducing drawcalls, triangles, and texture helps. but no success yet.Solved19KViews0likes4Comments[Feature Request] Edit in Play Mode for Oculus Quest in Unity
I've been building an application for Go until recently, but after trying the Quest am seriously considering changing my platform because of the 6DoF. My Go development process so far has been like this: I use a Rift hooked up to my PC to do most of my Unity development (because of the perk of editing in play mode), then build to the Quest and make sure my build is bug-free before pushing it to my main branch. What I'm wondering is if we'll ever be able to use the Quest hooked directly up to Unity instead of needing to use the Rift for that purpose. Do other people want this feature?9.8KViews16likes35CommentsPreferred audio rate-- 44100 or 48000?
I have a choice, when synthesizing the audio for my app, of doing so at 44100 or 48000 hz. Is one "better" or more natural for the Quest? That is, does the Quest have some "true" resolution that it is resampling to, such that in fact if I submit (for example) a 44.1khz sample stream to OpenSL, it will be internally resampled to (hypothetically) 48khz before hitting the DACs? Or vice versa? Will Oculus Audio work better with one sample rate vs the other? The Oculus Audio reference guide says "44100 and 48000 are recommended for best quality". Is this a promise that the Oculus devices are equally capable of playing either a 44.1khz or 48khz sample stream at native resolution? (If it helps, I am developing against the Native/C++ API.)8.7KViews2likes7CommentsQuest 3 and Unreal 5.2/5.3 - Setup
Hello, I'm looking to setup everything to work on unreal5 for a VR/AR game. I just want to be able right now to launch the game in my Quest3 but I have an error when building/launching the app LogPlayLevel: Error: UAT: ERROR: Stage Failed. Missing receipt 'D:\Unreal\Project\Starter_521\Binaries\Android\Starter_521.target'. Check that this target has been built. Does anyone have any good step by step tutorial for the setup of android and everything, I think I did it properly but doesn't looks like it 😥 I followed this tutorials: https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ https://www.youtube.com/watch?v=xYc2ZpSc7LA https://www.youtube.com/watch?v=bSS1P_ABamc&t=1259s None of them are really following the same exact steps unfortunaly and it's for Quest2. I've setup everything from Meta Quest Developer (working) I can see my headset and see it cast. I've installed Android Studio (this is the most confusing things with all the needed version etc...) I've install Unreal 5.2 and 5.3 and configured But I still get this error and I have no idea what I need to do. Please help 🙏🙏 Thank you SO MUCH!Solved8.5KViews0likes13CommentsGetting to Android 32 with Unreal 4.27.2
Hi all, Quick summary here of what we needed to do to get our app(s) updated to API 32 - with Unreal 4.27.2 A bunch of this info seems spread out in other posts and I though collecting it in one spot might save others some pain Updating to API 32: - using Android Studio to configure the SDK to api 32 - just SDK Platform 32 and Sources for 32 are needed (we still have 29 installed) - Tools stay at 29 - we have 29.0.2 and 29.0.3 installed - Use the editor to set your android API to 32 Now problems we had with 32.. -Sideloads of builds installs didn't work, -Dev builds couldn't save logs -We couldn't launch one app from another Sideload fixes require changing /Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs Near the top.. add 'Android' infront of obb --> private const string TargetAndroidLocation = "Android/obb/"; Then in GenerateInstallBatchFile, around line 950 there are to spots where "$STORAGE/Android/" needs to be just "$STORAGE/" Also in that same method near the top.. make this always true.. bool bNeedGrantStoragePermission = true; //bRequireRuntimeStoragePermission && !bIsDistribution; To get logs and general functioning working: Some tags need to be added to DefaultEngine.ini, (..some of the following may not apply to all apps..) [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bUseExternalFilesDir=true +ExtraManifestNodeTags=xmlns:tools="http://schemas.android.com/tools" +ExtraApplicationNodeTags=tools:replace="android:name" (the above is needed if you use Vivox later releases) +ExtraApplicationNodeTags=android:allowBackup='false' ExtraApplicationSettings= +ExtraActivityNodeTags=android:exported="true" ExtraActivitySettings= +ExtraPermissions=android.permission.INTERNET +ExtraPermissions="com.qti.permission.PROFILER " +ExtraPermissions=android.permission.WRITE_EXTERNAL_STORAGE +ExtraPermissions=android.permission.READ_EXTERNAL_STORAGE +ExtraPermissions=android.permission.WRITE_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_MEDIA_IMAGES +ExtraPermissions=android.permission.READ_MEDIA_VIDEO +ExtraPermissions=android.permission.READ_MEDIA_AUDIO +ExtraPermissions=android.permission.ACCESS_MEDIA_LOCATION +ExtraPermissions=android.permission.MANAGE_EXTERNAL_STORAGE bAndroidVoiceEnabled=False Also to get the logs saving on the device, we could not see how to grant permissions to save them where it usually wants to. I think that is truly locked off, but instead change the destination to use "Downloads" instead of UE4Game as the root.. In AndroidPlatformFile.cpp //#define FILEBASE_DIRECTORY "/UE4Game/" #define FILEBASE_DIRECTORY "/Download/" Our apps use a central launcher so to start those packages you must be able to get visibility of them, (new in 30, I think) so some additions to the AndroidManifest.xml are needed -- this can be done in UEDeployAndroid.cs -- there is a section that checks for API >= 30 -- and it creates a "query" section.. to this we added the following (I've included the tag to end the <queries> for ref) Text.AppendLine("\t\t<intent>"); Text.AppendLine("\t\t\t<action android:name=\"android.intent.action.MAIN\" />"); Text.AppendLine("\t\t\t<category android:name=\"android.intent.category.INFO\" />"); Text.AppendLine("\t\t\t<category android:name=\"com.oculus.intent.category.VR\" />"); Text.AppendLine("\t\t</intent>"); Text.AppendLine("\t</queries>"); This lets our app discover and launch other apps. Hope this helps some one else! DR -6.7KViews9likes13CommentsTrying to upload app but getting error
* Your copy of Oculus Platform Command Line Utility is old. * * Version 1.67.0.000001 has been released on Fri Oct 08 2021. * * Please use the following command to update it: * * > \AppData\Roaming\odh\ovr-platform-util.exe self-update * [1m Validating build[0m ERROR: Validation identified the following errors: This app includes the following 32-bit only (armeabi-v7a) libraries: libOVRLipSync.so, libmemalign16.so, libovravatarloader.so, libmain.so, libmemalign16_cpp.so, libMonoPosixHelper.so, libovrplatformloader.so, libmono-native.so, libopenxr_loader.so, libmonobdwgc-2.0.so, libunity.so, libOVRPlugin.so, libOculusXRPlugin.so im using Unity 2022.1.0b2.2474 my Oculus Platform Command Line Utility is 1.67.0.000001 so idk why its says that its old, i tried to update it but its not working and it says that version is latest lol.6.5KViews0likes10CommentsWhat a pain ! Can't package simple quest app
Hello, first I want to say, UE is horrible, nothing works, you need to follow several tutorials for just starting a new project when Unity does everything itself. That's the second time I try to switch to UE but once again I think I will turn back... That said, I followed these guides -that shouldn't exist- line by line : https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ https://docs.unrealengine.com/5.0/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/ But when I try to package the project, it says that Android SDK is not installed properly, I click "continue" and it tries and fails to install the sdk he want. When I run the SetupAndroid.bat manualy I have no error, and success for each request. Here is some logs: UATHelper: Packaging (Android (ASTC)): Installed Sdk validity: UATHelper: Packaging (Android (ASTC)): Android: (Status=Invalid, Allowed_Sdk=r25b, Current_Sdk=r25c, Allowed_AutoSdk=r25b, Current_AutoSdk=, Flags="InstalledSdk_InvalidVersionExists, Platform_ValidHostPrerequisites") UATHelper: Packaging (Android (ASTC)): Will install 'Android SDK r25b' UATHelper: Packaging (Android (ASTC)): ---------------------------------------------- UATHelper: Packaging (Android (ASTC)): Running 'F:\Program Files\Epic Games\UE_5.1\Engine/Extras/Android/SetupAndroid.bat android-32 30.0.3 3.10.2.4988404 25.1.8937393 -noninteractive' UATHelper: Packaging (Android (ASTC)): ---------------------------------------------- UATHelper: Packaging (Android (ASTC)): ERROR: Command F:\Program Files\Epic Games\UE_5.1\Engine\Extras\Android\SetupAndroid.bat android-32 30.0.3 3.10.2.4988404 25.1.8937393 -noninteractive failed [Exit code 4, working dir = F:\Program Files\Epic Games\UE_5.1\Engine\Extras\Android] PackagingResults: Error: Command F:\Program Files\Epic Games\UE_5.1\Engine\Extras\Android\SetupAndroid.bat android-32 30.0.3 3.10.2.4988404 25.1.8937393 -noninteractive failed [Exit code 4, working dir = F:\Program Files\Epic Games\UE_5.1\Engine\Extras\Android] LogSlate: Window 'Turnkey' being destroyed Message dialog closed, result: No, title: Turnkey, text: Do you want to attempt again? It seems trying to install SDK r25b when I configured 29 everywhere, that very exasperating. If someone can help me before I give up. Thanks in advance6.4KViews0likes8CommentsScoped Storage and VR
Ok, So..... I need to use Shared Storage to access folders that the users wants. I know it works, since flat apps like Amaze file manager can do the entire flow, but when I try from my VR app written in Unity, it fails to receive the request. What I have done Made a Jar plugin Added in a Activity to receive the requests From c# call into Java Start a new activity to receive the result, this makes VR go blank From java generate the OPEN_TREE... Intent and pass in a URI The Activity never receives the result after the popup is presentedSolved6.2KViews5likes9CommentsUpload an app - oculus developer hub problem
Hello I am trying to upload a virtual reality app for architecture in the oculus store via oculus developer hub. When I try to upload the app I get a banner with the following errors: ********************************************************************************* * Your copy of Oculus Platform Command Line Utility is old. * * Version 1.67.0.000001 was released on Thu Oct 07 2021. * * Please use the following command to update it: * > ..\...\NUsersUsuario\NAppData\Roaming\Nodh\ovr-platform-util.exe self-update * ********************************************************************************* [1m Validating the compilation...[0m NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.READ_EXTERNAL_STORAGE. - android.permission.ACCESS_MEDIA_LOCATION Please remove these permissions if they are not necessary for your application. If they are required, you must include a justification in the "Notes to reviewer" field when you submit your application for review. Failure to do so will result in your application being rejected. [1m Preparing for upload...[0m [1m Uploading the APK...[0m Uploading... Waiting for the processing to start... rebuilding uploaded file (1 / 3) validating package contents (2 / 3) ERROR: There were problems validating the APK. Check that it meets the app manifest requirements, then resubmit the app. * APK screen orientation is not horizontal (android:screenOrientation in AndroidManifest.xml). Build Upload Error - an error has occurred. I tried by a lot of means to remove those two permissions but I can't get it. If someone can help me I would really appreciate it. I am developing the project in unreal using blueprints, not c++ (I have no programming knowledge). Regards.6KViews1like19CommentsBluetooth Activation in Oculus Quest (Unity)
I'm developing software to Oculus Quest. I need to connect a arduino board to my Quest via bluetooth. I tried to use the asset "Arduino Bluetooth Plugin" from Unity Asset Store, but my oculus quest bluetooth seems not be enabled. What is the way to enabled Oculus Quest bluetooth and scan/connect another devices? Thank you!5.4KViews0likes2Comments