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UE4 4.26.2 crashes on launch on Focus 3


Joost

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  • 5 months later...

I got this stack trace when debugging with Android Studio:

 

art_sigsegv_fault 0x0000007569f486dc
art::FaultManager::HandleFault(int, siginfo*, void*) 0x0000007569f48be0
art::SignalChain::Handler(int, siginfo*, void*) 0x0000005dd6d14ec4
<unknown> 0x00000075f134a678
TEnqueueUniqueRenderCommandType<FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::ObtainTextureQueueName, FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::$_39>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) RenderingThread.h:183
TGraphTask<TEnqueueUniqueRenderCommandType<FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::ObtainTextureQueueName, FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::$_39> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:886
TEnqueueUniqueRenderCommandType<FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::ObtainTextureQueueName, FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::$_39>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) RenderingThread.h:183
TGraphTask<TEnqueueUniqueRenderCommandType<FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::ObtainTextureQueueName, FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::$_39> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:886
FBaseGraphTask::Execute(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:524
FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:709
FNamedTaskThread::ProcessTasksUntilQuit(int) TaskGraph.cpp:600
RenderingThreadMain(FEvent*) RenderingThread.cpp:372
FRenderingThread::Run() RenderingThread.cpp:526
FRunnableThreadPThread::Run() PThreadRunnableThread.cpp:25
FRunnableThreadPThread::_ThreadProc(void*) PThreadRunnableThread.h:185
__pthread_start(void*) 0x00000075ed8b48a4
__start_thread 0x00000075ed852b70

Could it be because I'm using the Oculus branch?

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Looks like it was being caused because the OculusVR plugin was still enabled in my project. I have a build target specifically for the Focus 3 which disables the Oculus plugin but it looks like the plugin has to be disabled before starting a build or it crashes on launch. But now there's another crash:

 

]LogAndroid: Error: Assertion failed: defaultQueueSize [File:X:/UnrealEngine/Engine/Plugins/Pixnami/WaveVR/Source/WaveVR/Private/WaveVRRender.cpp] [Line: 379] 

 

FWaveVRRender::RenderInit_RenderThread() WaveVRRender.cpp:379
FWaveVRRender::RenderInit() WaveVRRender.cpp:233
FWaveVRRender::OnBeginRendering_RenderThread(FRHICommandListImmediate&, FSceneViewFamily&) WaveVRRender.cpp:983
FWaveVRHMD::OnBeginRendering_RenderThread(FRHICommandListImmediate&, FSceneViewFamily&) WaveVRHMD.cpp:558
FDefaultXRCamera::PreRenderViewFamily_RenderThread(FRHICommandListImmediate&, FSceneViewFamily&) DefaultXRCamera.cpp:166
ViewExtensionPreRender_RenderThread(FRHICommandListImmediate&, FSceneRenderer*) SceneRendering.cpp:3586
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_45::operator()(FRHICommandListImmediate&) const SceneRendering.cpp:3905
TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FViewExtensionPreDrawCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_45>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) RenderingThread.h:183
TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FViewExtensionPreDrawCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_45> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:886
FBaseGraphTask::Execute(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:524
FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:709
FNamedTaskThread::ProcessTasksUntilQuit(int) TaskGraph.cpp:600
RenderingThreadMain(FEvent*) RenderingThread.cpp:372
FRenderingThread::Run() RenderingThread.cpp:526
FRunnableThreadPThread::Run() PThreadRunnableThread.cpp:25
FRunnableThreadPThread::_ThreadProc(void*) PThreadRunnableThread.h:185
__pthread_start(void*) 0x00000074ae5418a4
__start_thread 0x00000074ae4dfb70

 

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I've created an empty test project but it still crashes on launch, with the same callstack as my previous post.
 I can open the WaveVR sample project but even after copying the config files and the .uproject settings, my own test project still crashes.
 I have a default Unreal level with a WaveVR_Pawn in it.

Edited by Joost
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I think it was crashing because I had the plugin in my engine plugin folder instead of the project's plugin folder. Not sure why the sample project did work with the same setup. I'll update this thread if I find anything else.

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  • 2 weeks later...

Looks like the crash was being caused by a stereo layer widget. Specifically the VRStereoWidget from the VR Expansion pack. A regular stereo layer doesn't crash but isn't visible on the Focus 3. 

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I've fixed the last crash which was being caused by the VRStereoWidget in the VR Expansion pack by executing this console  command on begin play. This replaces the stereo layers with regular widgets. I'm not sure why stereo layers don't work but at least I've got everything working now.

vr.ForceNoStereoWithVRWidgets = 1
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