UE4 4.10.4 + Oculus 1.3 deadlock (with fix)
I accidentally posted this in the support forum instead of developer, so I'm reposting it here.
I integrated the 1.3 SDK changes from GitHub into our copy of UE4 and QA ran into a deadlock when pulling the HDMI cable. The issue is that in FOculusRiftHMD::DoEnableStereo it calls FOvrSessionShared::Destroy which suspends the rendering thread then resumes it. Then, right after that Unreal re-suspends it as part of the SetViewportSize call. There's a bug in the async loading where it can hang on an event in that case, which was fixed in Epic CL 2772990. I merged that into our branch and it fixed the issue.
I integrated the 1.3 SDK changes from GitHub into our copy of UE4 and QA ran into a deadlock when pulling the HDMI cable. The issue is that in FOculusRiftHMD::DoEnableStereo it calls FOvrSessionShared::Destroy which suspends the rendering thread then resumes it. Then, right after that Unreal re-suspends it as part of the SetViewportSize call. There's a bug in the async loading where it can hang on an event in that case, which was fixed in Epic CL 2772990. I merged that into our branch and it fixed the issue.
