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MadisV

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Posts posted by MadisV

  1. Hello

    It seems some post-processing effects such as bloom or anti-aliasing are disabled whenever the SRWorks camera mode is set to "mixed" in Unreal (using 4.26). Where in the scripts is this behaviour defined and can I change it?
    Below is a picture of a 3D scene, on the left the SRWorks camera is set to "mixed", on the right "virtual", every other setting is identical, the switch can happen during gameplay:image.thumb.png.9b1679b5e3285bdeff5910973f8f734b.png

    I need anti-aliasing and bloom in order to smoothly blend between the real and the virtual environments using "mixed" view, but currenly the 3D model in "mixed" view looks very low quality and it is easy to tell the difference from the real environment. I can swap the environments instantaneusly of course, but this means abandoning some cool transitioning effects.

  2. @KeateWang I think I was on 0.9.7.1 also before, but I now double-checked with a new project and again it crashed, this time about 5 seconds after stopping VR preview, here is the short form report: 

    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00007ffc268dd898

    VCRUNTIME140
    UE4Editor_Core
    UE4Editor_SceneOutliner
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor
    kernel32
    ntdll

    ---

    I thought that maybe the problem might be that I always take the "HandTrackingProvider" script out of the plugin folder, so I instead tried to keep it in the original folder and add SRWorks components to the "CustomGestureMap". Still crashes:

    Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/GarbageCollection.cpp] [Line: 980] Invalid object in GC: 0x0000000000000038, ReferencingObject: NULL, ReferencingProperty: NULL

    UE4Editor_CoreUObject
    UE4Editor_Engine
    UE4Editor_CoreUObject
    UE4Editor_Core
    kernel32
    ntdll  

    ---

    The same project also crashes randomly when I am working on a level that does not have any hand tracking scripts present, report:

    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00007ffc268dd898

    d3d11
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SceneOutliner
    UE4Editor_ApplicationCore
    user32
    uxtheme
    ntdll
    win32u
    UE4Editor_UnrealEd
    UE4Editor
    kernel32
    ntdll

  3. Hello

    I am encountering frequent crashes when combining pass-through with hand tracking. To exeplify this, I made a new project on UE 4.26 (the problem was present also in 4.24 and 4.25), added both the SRWorks and the newest available hand tracking plugins, rebuilt the code when opening the project, started SRWorks runtime, duplicated SRWorks sample scene, added handtrackingprovider and cartoon hands to the scene and launched the VR preview. The experience worked for a minute, then crashed with the following short report (I have had many similar crashes also when ending the play session or even inside the editor when working on other parts of the project). Sometimes it seems to occur when the tracked hands move very fast, but this not a certainty. I have also attached a longer crash dump that UE generates and uploaded the project files (100mb, here). Any help or hint is greatly appreciated! Otherwise I have to ditch these excellent features for the sake of reliability of the overall experience I am trying to achieve. 

    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00007ffc268dd898

    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_LevelEditor
    UE4Editor_LevelEditor
    UE4Editor_LevelEditor
    UE4Editor_LevelEditor
    UE4Editor_LevelEditor
    UE4Editor_LevelEditor
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_SlateCore
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor
    UE4Editor
    UE4Editor
    UE4Editor
    UE4Editor
    kernel32
    ntdll

    UE4CC-Windows.zip

  4. @cte, thank you so much! Works like a charm on UE 4.25. For those who are completely new to modifying the .cpp and .h files, a few more things to note in order to not get lost:

    • The "SRanipal_Core.h" file is actually called "SRanipalEye_Core.h" (as of the 1.3.1.1 Release, perhaps previously it was named differently or just a type from cte)
    • After adding all the above code, you may need to right-click on your .uproject file in Explorer and select "generate visual studio project files" in order for the new BP node to appear (I also reopened the project from Epic Games Launcher for the node to finally become available, not sure if this is a needed step though).

    Cheers

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