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Eyad

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  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. 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. 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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