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Participant
September 5, 2018

[GearVR] Crash on Input (except when Oculus GearVR Home is uninstalled)

Hello everybody!

I have an Unreal Engine 4.20.2 project that until recently worked fine until it started to crash on any input (especially noteworthy: ).
The crash happens on Samsung Galaxy S8 edge, Oculus GO reportidly works fine.

Most suspiciously, I can get the intended behaviour (buttons not causing the app to crash) by following these steps:
  1. Install App and launch (crashes)
  2. Start GearVR developer mode
  3. Uninstall GearVR version of Oculus Home from the App Launcher (not the App list in settings)
  4. Since the GearVR service is still running, I can still launch the App, which then works fine
Alternatively installing Oculus Home without logging in supposidly also works.
This makes me think it could be related to entitlement checks, but adb logcat output gives me no hints.
The crash happens in some Android Event Thread, here are some stack traces Android Studio gave me while debugging, no idea if they are useful to anyone:



Any idea or even guess would be super appreciated.

Looking forward to your comments!
Cheers, Jonathan.




Other things I tried (for reference):
  • Target/Minimum SDK is currently 24, but changing to 19 does not seem to affect this. I admit I am not experienced with the Android SDK or NDK, so I may still be building with 24, not totally sure
  • Using Unreal Engine 4.20.1 does not fix the issue
  • I cannot reproduce on Rift (just to make sure the input handling code on the project side is more or less sane)
  • The app doesn't crash immediately on button press, but with a short, variable length delay.
  • Starting the App without the developer mode trick does not work, it prompts you to install all the Oculus Apps
  • Rolling back to the last "known to work build" on the Oculus store causes the same problem
  • volume controls also lead to the crash which are definitely not handled by the project
  • I cannot reproduce it with the GearVR Motion Controller example from Unreal Engine (it works totally fine), but that is neither built for distribution nor installed via Oculus Home.

    This topic has been closed for replies.

    25 replies

    Participant
    September 21, 2018
    It's hacky as hell in the best case but you can probably have your app call that setprop through a console command inside UE! ;)
    September 22, 2018

    rpalandri said:

    It's hacky as hell in the best case but you can probably have your app call that setprop through a console command inside UE! ;)


    Ah ok I did not realize we could call the command in UE - applied that and working thanks for the support!
    Up and Coming
    September 22, 2018
    this is the command we should call inside ue4? debug.oculus.enablebreakpad 0
    is it ok to run it on game instance with a delay of 1 sec?
    September 22, 2018

    GRADGR said:

    this is the command we should call inside ue4? debug.oculus.enablebreakpad 0
    is it ok to run it on game instance with a delay of 1 sec?


    No it needs to be the full command:

    adb shell setprop debug.oculus.enablebreakpad 0

    Best to fire this command as soon as possible in my opinion in case the user presses something during that 1 sec delay ;)

    Up and Coming
    September 22, 2018
    i guess you are right :-) thanks!
    Up and Coming
    September 24, 2018
    Firing adb shell setprop debug.oculus.enablebreakpad 0 , from GameInstance on EVENT INIT , will not help (without any delays)
    • The app runs and installs without crashing, freezing, or entering extended unresponsive states.
    • Test blocker - Gear VR specific: Moments after booting into the application, the app crashes and returns the user to the Oculus Home menu. If the application doesn't autonomously shut down, selecting any menu option will shut the application down. Please reach out to support@oculus.com for more information and assistance.
    What should we do?
    September 25, 2018
    Working for me - the place I put it:

    In the Begin Play event of my default pawn.

    Obviously the place you have it is not correct so either put it in the Begin Play of the pawn that starts with the app or put it in the Begin Play of the first loaded level blueprint
    September 27, 2018
    I just re-tested this and it is no longer working for me - no idea what changed as it was working for some days there :(
    October 2, 2018
    Hi @imperativity when will that fix be going live today? Our live product is also being negatively affected by these crashes so we'd like to solve this ASAP. 

    October 5, 2018
    Hi @imperativity ,

    We've updated our internal devices with the latest Oculus software update and are still getting crashes. 

    Running `adb shell setprop debug.oculus.enablebreakpad 0` worked for us, but we are unable to invoke the command from within the game to reliably set that on every device, and it would appear that the software update was not enough to fix the crashes. 

    Any assistance would be greatly appreciated.