Brian-HTX Posted July 18, 2023 Share Posted July 18, 2023 Hey HTC, I'm currently working on a new Unreal Engine project and am trying to keep it on the latest Unreal Engine version. Currently the OpenXR plugin only supports up to 5.1, so I'm wondering is there any ETA on when 5.2 will be supported? Has anyone successfully gotten the OpenXR plugin to work with 5.2? I've tried it but ran into issues within the OpenXR module within the engine, so I'm assuming that some changes between 5.1 and 5.2 were breaking from within the engine. Thanks, -Brian Link to comment Share on other sites More sharing options...
KyleC Posted July 19, 2023 Share Posted July 19, 2023 @Brian-HTX we are planning to release Vive OpenXR plugin for UE 5.2 in coming weeks. Please stay tuned. Link to comment Share on other sites More sharing options...
Brian-HTX Posted August 15, 2023 Author Share Posted August 15, 2023 Hey @KyleC, Any news on the update? -Brian Link to comment Share on other sites More sharing options...
KyleC Posted August 16, 2023 Share Posted August 16, 2023 @Brian-HTX Yes, we have just updated the new integrated plugin for UE 5.1 and 5.2. Please find it here - https://developer.vive.com/resources/openxr/openxr-2in1-plugin/unreal/overview/. Link to comment Share on other sites More sharing options...
Mike12345 Posted August 18, 2023 Share Posted August 18, 2023 @KyleC I also need to build for Android in Unreal 5.2 and am unable to. For both my personal project, and the provided ViveOpenXRGame sample project, on launch I instantly crash with the below call stack. Both myself and another person at the company are having the problem. Myself and the other employee are able to use the older Unreal 5.1 plugin just fine with Unreal 5.1. I followed https://developer.vive.com/resources/openxr/openxr-2in1-plugin/unreal/tutorials/viveppenxrplugininstallation/ except for one change, on ProjectSettings>Plugins>ViveOpenXR i only enabled Cosmos Controller and Focus3 Controller, i disabled FacialTracking/HandInteraction/Passthrough/Wrist Tracker/Scene Understanding because one/more of those were causing separate crashes. [2023.04.12-09.45.00:226][ 3]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.049 s [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: === Handled ensure: === [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: Ensure condition failed: ((Result) >= 0) [File:./../Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp] [Line: 3357] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: OpenXR call failed with result XR_ERROR_LAYER_INVALID [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: Stack: [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777A021B54 libUnreal.so(0x000000000AFDFB54)!FOpenXRHMD::OnFinishRendering_RHIThread() [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777A02AC10 libUnreal.so(0x000000000AFE8C10)!FOpenXRRenderBridge::Present(int&) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777C7E13C8 libUnreal.so(0x000000000D79F3C8)!FVulkanViewport::Present(FVulkanCommandListContext*, FVulkanCmdBuffer*, FVulkanQueue*, FVulkanQueue*, bool) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777C798DC0 libUnreal.so(0x000000000D756DC0)!FVulkanCommandListContext::RHIEndDrawingViewport(FRHIViewport*, bool, bool) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777E2EE22C libUnreal.so(0x000000000F2AC22C)!FRHICommand<FRHICommandEndDrawingViewport, FRHICommandEndDrawingViewportString2071>::ExecuteAndDestruct(FRHICommandListBase&, FRHICommandListDebugContext&) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777E2A3358 libUnreal.so(0x000000000F261358)!FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext*>&, FRHICommandListBase::FPersistentState::FGPUStats*) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777E2A5A90 libUnreal.so(0x000000000F263A90)!FRHICommandListImmediate::ExecuteAndReset() [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777E2AC148 libUnreal.so(0x000000000F26A148)!FRHICommandListImmediate::EndDrawingViewport(FRHIViewport*, bool, bool) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x00000077809E0588 libUnreal.so(0x000000001199E588)!FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate&, FViewportInfo&, FSlateWindowElementList&, FSlateDrawWindowCommandParams const&) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x0000007780A1A9C8 libUnreal.so(0x00000000119D89C8)![Unknown]() [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777C84EE84 libUnreal.so(0x000000000D80CE84)!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777C84D2B0 libUnreal.so(0x000000000D80B2B0)!FNamedTaskThread::ProcessTasksUntilQuit(int) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777C84C2F4 libUnreal.so(0x000000000D80A2F4)!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777E3FAF88 libUnreal.so(0x000000000F3B8F88)!RenderingThreadMain(FEvent*) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777E411638 libUnreal.so(0x000000000F3CF638)!FRenderingThread::Run() [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777C9E1670 libUnreal.so(0x000000000D99F670)!FRunnableThreadPThread::Run() [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x000000777C8486D0 libUnreal.so(0x000000000D8066D0)!FRunnableThreadPThread::_ThreadProc(void*) [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x0000007875B6E8A4 libc.so(0x00000000000E68A4)![Unknown]() [] [2023.04.12-09.45.00:226][ 3]LogOutputDevice: Error: [Callstack] 0x0000007875B0CB70 libc.so(0x0000000000084B70)![Unknown]() [] Link to comment Share on other sites More sharing options...
Brian-HTX Posted August 21, 2023 Author Share Posted August 21, 2023 @KyleC I've tried using the 2-in-1 with 5.2 using the plugin and both the sample project. On launch I instantly crash. Both myself and a teammate (who tried posting earlier) have failed to utilize the new plugin, despite using the older plugin with 5.1 successfully. We followed https://developer.vive.com/resources/openxr/openxr-2in1-plugin/unreal/tutorials/viveppenxrplugininstallation/ and also utilize the example project with no luck. We noticed that the `ViveOpenXRHMD` module has the UPL file set up to look for the plugin as if it's installed as an engine plugin, not a project plugin. After correcting that, it still did not work. Any ideas? Link to comment Share on other sites More sharing options...
kat7475 Posted August 23, 2023 Share Posted August 23, 2023 Hi, I am also having this issue in UE5.2 where I have built to android for the Vive Focus 3 and the crash happens on startup, reporting the same issues. I too followed the installation guide for the plugin. I have tried building and launching in not only the sample project but also Unreal Engines VR Template project. I can only assume its a setting somewhere but short of trying everything in the engine I was hoping to find a solution here or on the Epic forums but nothing yet. [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: === Handled ensure: === [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: Ensure condition failed: ((Result) >= 0) [File:./../Plugins/Runtime/OpenXR/Source/OpenXRInput/Private/OpenXRInput.cpp] [Line: 455] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: OpenXR call failed with result XR_ERROR_PATH_UNSUPPORTED [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: Stack: [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007649CDA358 libUnreal.so(0x000000000B008358)!FOpenXRInputPlugin::FOpenXRInput::BuildActions(XrSession_T*) [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007649CDCC70 libUnreal.so(0x000000000B00AC70)!FOpenXRInputPlugin::FOpenXRInput::OnBeginSession() [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007649C97A08 libUnreal.so(0x000000000AFC5A08)!FOpenXRHMD::StartSession() [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007649CA980C libUnreal.so(0x000000000AFD780C)!FOpenXRHMD::OnStartGameFrame(FWorldContext&) [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007651A265F8 libUnreal.so(0x0000000012D545F8)!UWorld::Tick(ELevelTick, float) [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007651740F70 libUnreal.so(0x0000000012A6EF70)!UGameEngine::Tick(float, bool) [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007649C505CC libUnreal.so(0x000000000AF7E5CC)!FEngineLoop::Tick() [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007649C48F44 libUnreal.so(0x000000000AF76F44)!AndroidMain(android_app*) [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007649C574B8 libUnreal.so(0x000000000AF854B8)!android_main() [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007649C8D2B8 libUnreal.so(0x000000000AFBB2B8)![Unknown]() [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007744CE98A4 libc.so(0x00000000000E68A4)![Unknown]() [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: [Callstack] 0x0000007744C87B70 libc.so(0x0000000000084B70)![Unknown]() [] [2023.08.22-12.48.33:261][ 0]LogOutputDevice: Error: and then slightly later its followed by [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: === Handled ensure: === [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: Ensure condition failed: ((Result) >= 0) [File:./../Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp] [Line: 3357] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: OpenXR call failed with result XR_ERROR_LAYER_INVALID [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: Stack: [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x0000007649CAAB54 libUnreal.so(0x000000000AFD8B54)!FOpenXRHMD::OnFinishRendering_RHIThread() [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x0000007649CB3C10 libUnreal.so(0x000000000AFE1C10)!FOpenXRRenderBridge::Present(int&) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764C45EA78 libUnreal.so(0x000000000D78CA78)!FVulkanViewport::Present(FVulkanCommandListContext*, FVulkanCmdBuffer*, FVulkanQueue*, FVulkanQueue*, bool) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764C416470 libUnreal.so(0x000000000D744470)!FVulkanCommandListContext::RHIEndDrawingViewport(FRHIViewport*, bool, bool) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764DF6B90C libUnreal.so(0x000000000F29990C)!FRHICommand<FRHICommandEndDrawingViewport, FRHICommandEndDrawingViewportString2071>::ExecuteAndDestruct(FRHICommandListBase&, FRHICommandListDebugContext&) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764DF20A38 libUnreal.so(0x000000000F24EA38)!FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext*>&, FRHICommandListBase::FPersistentState::FGPUStats*) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764DF23170 libUnreal.so(0x000000000F251170)!FRHICommandListImmediate::ExecuteAndReset() [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764DF29828 libUnreal.so(0x000000000F257828)!FRHICommandListImmediate::EndDrawingViewport(FRHIViewport*, bool, bool) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000765065E1F0 libUnreal.so(0x000000001198C1F0)!FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate&, FViewportInfo&, FSlateWindowElementList&, FSlateDrawWindowCommandParams const&) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x0000007650698630 libUnreal.so(0x00000000119C6630)![Unknown]() [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764C4CC708 libUnreal.so(0x000000000D7FA708)!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764C4CAB34 libUnreal.so(0x000000000D7F8B34)!FNamedTaskThread::ProcessTasksUntilQuit(int) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764C4C9B78 libUnreal.so(0x000000000D7F7B78)!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764E078668 libUnreal.so(0x000000000F3A6668)!RenderingThreadMain(FEvent*) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764E08ED18 libUnreal.so(0x000000000F3BCD18)!FRenderingThread::Run() [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764C65EEC4 libUnreal.so(0x000000000D98CEC4)!FRunnableThreadPThread::Run() [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x000000764C4C5F54 libUnreal.so(0x000000000D7F3F54)!FRunnableThreadPThread::_ThreadProc(void*) [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x0000007744CE98A4 libc.so(0x00000000000E68A4)![Unknown]() [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: [Callstack] 0x0000007744C87B70 libc.so(0x0000000000084B70)![Unknown]() [] [2023.08.22-12.48.33:558][ 3]LogOutputDevice: Error: From various other posts about how Vive works and it seems like it might be to do with some sort of Stereo layer not supported? But this is kinda a guess. Oculus works completely fine with the OpenXR plugin. I guess the plugin is fairly new but I feel like I have read that people are able to build a game that doesnt crash so I dont know where I am going wrong. Thanks in advance for any help given. Might make a new post about this as well to report the issue 🙂 Link to comment Share on other sites More sharing options...
Johnson_Wu Posted August 24, 2023 Share Posted August 24, 2023 (edited) Hi @Mike12345, because the ViveOpenXR plugin highly depends on the ROM runtime, please update your ROM (Navigate to Settings > General > System update in the launcher) then try. If the issue still exists, please inform us what the System Version of your device is. (Navigate to Settings > General > About > System version). The problem has been fixed since version number 1.0.999.372 on VIVE XR Elite. For VIVE Focus 3, the crash problem will be fixed in the next FOTA (greater than 5.0.999.820). Thanks! Edited August 24, 2023 by Johnson_Wu Link to comment Share on other sites More sharing options...
Johnson_Wu Posted August 24, 2023 Share Posted August 24, 2023 Hi @Brian-HTX, please update the system ROM and try to launch the app again. If the problem you encountered still exists, please inform us System Version of your device and the log during launching app. ($adb logcat) Thanks! Link to comment Share on other sites More sharing options...
kat7475 Posted August 24, 2023 Share Posted August 24, 2023 @Johnson_Wu I'm not seeing the version 5.0.999.850 on VIVE Focus 3 available anywhere, nor is my headset picking up a new update. Any idea when this will drop or how to get it? Link to comment Share on other sites More sharing options...
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