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New Participant
October 16, 2020

[QUEST 2] UE4 crashes when open level

Hi people!  Today I finally got a Quest 2 device and we are experiencing some serious issues with when porting a project to this new hardware. 

We work with Unreal Engine 4 (v4.25.3) and with the Quest 1 everything was working great, but at the time to run the build in Quest 2 we found that using Open Level crashes the execution (using the console command  crashes too)

Is there any way to solve this problem?

Thanks in advance!
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    22 replies

    New Participant
    October 17, 2020
    I am having the exact same issue currently, saw somewhere that disabling auto load splash screen might help but did not work for me. would love an answer for this as well.

    edit: why is it saying this post is answered? this is still an issue and NOT resolved for me

    Edit II: Switching form arm64 to armv7 fixes this for me, this is a workaround tho not a solution.
    Up and Coming
    October 19, 2020
    Are you using the handtracking pawn from handtracking demo? That pawn crashed my app on 2 but not on 1. I made another pawn (with default handtracking without custom mesh) and works again.
    New Participant
    October 19, 2020
    No, i did not enable any handtracking. I use the default motion controller that comes in the vr template. Builting for quest 1 works as it should but building on quest 2 crashes upon "open level" I found a few more people with the same problem as well. No solution yet unfortunately.
    FSkylineAuthor
    New Participant
    October 19, 2020
    Hi! Thanks for your replies! As NeoWint, I'm using standard VR pawn from UE4.... Any help would be great in order to port our Quest 1 software to this new device...

    Thanks in advance!
    Up and Coming
    October 21, 2020
    I'm searching for any more information about this. I'm experiencing the issue on a Unity project. The same build freeze only on the Quest 2.
    October 22, 2020
    Same problem here even starting from blank template and UE4.25.3 built from oculus sources. All is ok with Quest 1. Crash when calling open level on Quest 2
    New Participant
    October 22, 2020
    So I used logcat to get any fatal errors while the app crashes and this is what I get, not sure how to read this and what the issue or the solution is, anyone have a clue?  
    New Participant
    October 28, 2020
    So looking at your logcat, its the same issue I am having:

                // Cache the nearest reflection proxy if needed
                if (PrimitiveSceneInfo->NeedsReflectionCaptureUpdate())
                {
                    // mobile should not have any outstanding reflection capture update requests at this point
                    ensure(Scene->GetShadingPath() != EShadingPath::Mobile);

    I've verified that no reflection sphere or planar reflections are in the map, also turned off global clip plane, neither worked.

    New Participant
    October 29, 2020
    issues.unrealengine.com/issue/UE-99329 Is this related to the current problem?
    New Participant
    November 11, 2020

    I'm having this issue on Quest 1 (armv7) with 4.25.1 Unreal repo (not Oculus fork). https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1755531-unreal-engine-4-25-released/page28#post1807784 This post in the Unreal forums has a workaround that worked for me.


    My understanding of the issue is that the poster seems to think it has to do with the transform getting updated again
    late in the rendering which is marking any visual components parented
    to the Camera or the MotionController as dirty and in need of a
    reflection capture. The ensure() in ComputeRelevance() assumes that they
    should not need a reflection capture at this point and throws this crash.