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Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile (Oculus 4.25.4) #4
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I have tried disabling the low latency update flag on the L/R controller components of the VR Pawn, As well as added a delay node between loading the map and spawning the pawn, However there is still a crash Random crash when packaging:
Crash when running on device:
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You don't "have" to use the oculus branch, though they were the ones that made the latest engine changes for late updates and that was ported to 4.26. Looks like the skeleton for the left grasping hand isn't being packaged though from the packaging warning. |
Ok, I will try using 4.26, The reason I tried using the oculus branch was because is has some engine modifications for fast packaging/deployment on android which are not available in 4.26, And the OculusVR plugin is more recent on that branch, not sure if there will be any conflicts with changes in 4.26 for the plugin. |
Hi, I am getting the same crash in 4.26 on Quest2 it will package and run an empty map, but if I set it to SteamVRGameMode, It will crash when the pawn spawns. Because I am using the launcher 4.26 there is no stack trace but it has the same behaviour, if I add a delay node, it wont crash until the pawn spawns, probably the late update bug |
Well there isn't much I can do about an engine level bug in late updates. The actual handling of them is embedded, if you can debug it and there is another cause then I can likely do something about it. But a shading path ensure isn't generally going to be something I can fix plugin side. |
Ok, It seems like this is occurring on Quest2 using the Android renderer, However like I mentioned previously, an empty map seems to be loading so I need to narrow down the function call in the pawnBP which is causing the crash, even if it's an engine-level bug. Behaviour is unexpected. After adding a delay node to the pawn spawn it will spawn it, if I move the motion controllers withing the first few frames of spawning it will sometimes crash, other times its relatively stable
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Just make a bare pawn with motion controllers, the only thing the Vive pawn does different for this case is that it uses the camera fade for when spawning in. Doesn't sound like it is the fade, sounds like it is indeed the late update code they added. |
Hi, I will test that. However, It looks like it is stable in 4.26.1 (was bugged in 4.26.0) probably related to these two fixes Also, Oculus just published a 4.26 branch, I will check that one and see if I can integrate the fix, however the UE codes are not showing on the bug tracker and may need to dig through the engine commits |
Hi, I am using the example project on branch
VRExpPluginExample-4.25-Locked
with the Oculus branch of UE4. I've set up the android packaging settings according to the Oculus plugin helper window (1.55.0) Packing and deploying to the device works OK on an empty map.MotionControllerMap seems to have an actor which is causing the crash. According to this thread the issue is as follows:
The 4.25.4 Oculus branch is the recommended version to package to the device, And there is not ETA for 4.26, Any guidance regarding which Actor/BP is causing the crash is appreciated
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