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Eyad

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Posts posted by Eyad

  1. My project on unreal engine 4.26 works fine on my own computer

    but when I package my game and move it to another computer it doesn't work because "SRWorks Runtime" not installed on second computer

    My question: Is there any way to make it works without installing "SRWorks Runtime" on other computers?, maybe Like Including dll files of "SRWorks Runtime" to SRWorks Plugin or Something.

  2. On 8/11/2020 at 3:36 PM, wenjiec_shen said:

    Hi Eyad,

    I am sorry for the inconvenience.
    In the version 0.9.3.0, the project SRWorks (XR) SDK UE4 Samples doesn't support Unreal Engine 4.24 but the project SRWorks (XR) SDK UE4 Plugin have supported it.
    Are your project based on  SRWorks (XR) SDK UE4 Samples?
    Thank you.

    No, Its based On SRWorks (XR) SDK UE4 Plugin

    but when I try to print status Variable in ViveSR inside TestKey blueprint It gives ERROR

    This is my log, sorry there is error when I attached text file here 

    Thanks for Reply 

     

    LogTemp: Repeating last play command: VR Preview
    LogBlueprintUserMessages: Early PlayInEditor Detection: Level '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel' has LevelScriptBlueprint '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel.Sample' with GeneratedClass '/SRWorks/Levels/Sample/Sample.Sample_C' with ClassGeneratedBy '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel.Sample'
    LogPlayLevel: PlayLevel: No blueprints needed recompiling
    PIE: New page: PIE session: Sample (Aug 16, 2020, 12:23:37 PM)
    LogPlayLevel: Creating play world package: /SRWorks/Levels/Sample/UEDPIE_0_Sample
    LogPlayLevel: PIE: StaticDuplicateObject took: (0.002722s)
    LogAIModule: Creating AISystem for world Sample
    LogPlayLevel: PIE: World Init took: (0.000959s)
    LogPlayLevel: PIE: Created PIE world by copying editor world from /SRWorks/Levels/Sample/Sample.Sample to /SRWorks/Levels/Sample/UEDPIE_0_Sample.Sample (0.003844s)
    LogUObjectHash: Compacting FUObjectHashTables data took   3.63ms
    LogAudioMixer: Display: Audio Mixer Platform Settings:
    LogAudioMixer: Display:     Sample Rate:                          48000
    LogAudioMixer: Display:     Callback Buffer Frame Size Requested: 1024
    LogAudioMixer: Display:     Callback Buffer Frame Size To Use:    1024
    LogAudioMixer: Display:     Number of buffers to queue:           2
    LogAudioMixer: Display:     Max Channels (voices):                32
    LogAudioMixer: Display:     Number of Async Source Workers:       0
    LogAudio: Display: AudioDevice MaxSources: 32
    LogAudio: Display: Using built-in audio occlusion.
    LogAudioMixer: Display: Initializing audio mixer.
    LogAudioMixer: Display: Audio Device Output Speaker Info:
    LogAudioMixer: Display: Name: VIVE Pro (NVIDIA High Definition Audio)
    LogAudioMixer: Display: Is Default: Yes
    LogAudioMixer: Display: Sample Rate: 48000
    LogAudioMixer: Display: Channel Count Used: 2
    LogAudioMixer: Display: Device Channel Count: 2
    LogAudioMixer: Display: Channel Order:
    LogAudioMixer: Display: 0: FrontLeft
    LogAudioMixer: Display: 1: FrontRight
    LogAudioMixer: Display: Using Audio Device VIVE Pro (NVIDIA High Definition Audio)
    LogInit: FAudioDevice initialized.
    LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
    LogLoad: Game class is 'BP_CollaborativeViewer_GameMode_C'
    LogWorld: Bringing World /SRWorks/Levels/Sample/UEDPIE_0_Sample.Sample up for play (max tick rate 0) at 2020.08.16-09.23.37
    LogWorld: Bringing up level for play took: 0.000829
    LogOnline: OSS: Creating online subsystem instance for: :Context_10
    LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
    LogGameState: Match State Changed from EnteringMap to WaitingToStart
    LogGameMode: Display: Match State Changed from WaitingToStart to InProgress
    LogTemp: Error: [ViveSR] ViveSR_Initial PassThrough failed. -3
    LogTemp: Error: [ViveSR] ViveSR_Initial PassThrough4K failed. -3
    LogTemp: Error: [ViveSR] ViveSR_Initial Depth failed. -3
    LogTemp: Error: [ViveSR] ViveSR_Initial DepthMesh failed. -3
    LogTemp: Error: [ViveSR] ViveSR_Initial Reconstruction failed. -3
    LogTemp: Error: [ViveSR] ViveSR_Initial Controller failed. -3

    LogViveSR: Warning: Start Framework: -3
    Cmd: vr.bEnableStereo True
    LogLevel: Warning: EnableInput on a LevelScript actor can not be specified for only one PlayerController.  Enabling for all PlayerControllers.
    LogGameState: Match State Changed from WaitingToStart to InProgress
    PIE: Play in editor start time for /SRWorks/Levels/Sample/UEDPIE_0_Sample 1.017
    LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel' has LevelScriptBlueprint '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel.Sample' with GeneratedClass '/SRWorks/Levels/Sample/Sample.Sample_C' with ClassGeneratedBy '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel.Sample'
    LogBlueprintUserMessages: [TestKey_30] ERROR 
    LogAudioMixer: Display: No commands were queued while flushing the source manager.
    LogAudioMixer: Display: No commands were queued while flushing the source manager.
    LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel' has LevelScriptBlueprint '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel.Sample' with GeneratedClass '/SRWorks/Levels/Sample/Sample.Sample_C' with ClassGeneratedBy '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel.Sample'
    LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
    LogWorld: BeginTearingDown for /SRWorks/Levels/Sample/UEDPIE_0_Sample
    LogSlate: Window 'CollabViewer Game Preview Standalone (64-bit/PCD3D_SM5)' being destroyed
    LogAudioMixer: Display: No commands were queued while flushing the source manager.
    LogViveSR: Warning: Stop Framework: 0
    LogWorld: UWorld::CleanupWorld for Sample, bSessionEnded=true, bCleanupResources=true
    LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
    LogPlayLevel: Display: Shutting down PIE online subsystems
    LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel' has LevelScriptBlueprint '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel.Sample' with GeneratedClass '/SRWorks/Levels/Sample/Sample.Sample_C' with ClassGeneratedBy '/SRWorks/Levels/Sample/Sample.Sample:PersistentLevel.Sample'
    LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
    LogAudioMixer: Display: No commands were queued while flushing the source manager.
    LogUObjectHash: Compacting FUObjectHashTables data took   3.27ms
    LogPlayLevel: Display: Destroying online subsystem :Context_10
    LogSlate: Window 'Output Log' being destroyed


    @wenjiec_shen

  3. On 7/12/2020 at 9:56 PM, Eyad said:

    imageproxy.php?img=&key=6a3749c85cdc35aeimageproxy.php?img=&key=6a3749c85cdc35ae

    I am using Unreal engine 4.24.3 and I am working on VR project, I want to use SRWorks SDK – 0.9.3.0 to Enable Camera on HTC Vive Pro.

    I have NVIDIA GeForce RTX 2070 and all drivers are updated and USB cable is plugged in 3.0 USB port and on Steam VR Testing camera is worked.

    When I compile my project everything works fine but I have crashes in the StartFramework function when I press play: Unhandled exception at 0x00007FFCE7A89709 in UE4Editor.exe: Microsoft C++ exception: boost::interprocess::interprocess_exception at memory location 0x0000001858376CF0.

    My Old Version Of project was on Unreal engine 4.18.3 and It was working well.

    What should I do ?imageproxy.php?img=&key=6a3749c85cdc35ae

    @Daniel_Y

  4. I am using Unreal engine 4.25.3 and I am working on VR project, I want to use SRWorks SDK – 0.9.3.0 to Enable Camera on HTC Vive Pro.

    I have NVIDIA GeForce RTX 2070 and all drivers are updated and USB cable is plugged in 3.0 USB port and on Steam VR Testing camera is worked.

    When I compile my project everything works fine but I have crashes in the StartFramework function when I press play: Unhandled exception at 0x00007FFCE7A89709 in UE4Editor.exe: Microsoft C++ exception: boost::interprocess::interprocess_exception at memory location 0x0000001858376CF0.

    My Old Version Of project was on Unreal engine 4.18.3 and It was working well.

    What should I do ?

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