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Joost

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Everything posted by Joost

  1. 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
  2. If I try to use stereo layers the headset either crashes or the stereo layers are invisible. Does the Focus 3 support it or should we use regular textures/ widgets for the Focus 3? related thread about the crash:
  3. 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.
  4. 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.
  5. 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.
  6. 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*)::$_45> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:886 FBaseGraphTask::Execute(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:524 FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:709 FNamedTaskThread::ProcessTasksUntilQuit(int) TaskGraph.cpp:600 RenderingThreadMain(FEvent*) RenderingThread.cpp:372 FRenderingThread::Run() RenderingThread.cpp:526 FRunnableThreadPThread::Run() PThreadRunnableThread.cpp:25 FRunnableThreadPThread::_ThreadProc(void*) PThreadRunnableThread.h:185 __pthread_start(void*) 0x00000074ae5418a4 __start_thread 0x00000074ae4dfb70
  7. I got this stack trace when debugging with Android Studio: art_sigsegv_fault 0x0000007569f486dc art::FaultManager::HandleFault(int, siginfo*, void*) 0x0000007569f48be0 art::SignalChain::Handler(int, siginfo*, void*) 0x0000005dd6d14ec4 <unknown> 0x00000075f134a678 TEnqueueUniqueRenderCommandType<FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::ObtainTextureQueueName, FWaveVRMultiLayer::SetupMultiLayer(IStereoLayers::FLayerDesc const&)::$_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&)::$_39> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:886 FBaseGraphTask::Execute(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) TaskGraphInterfaces.h:524 FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:709 FNamedTaskThread::ProcessTasksUntilQuit(int) TaskGraph.cpp:600 RenderingThreadMain(FEvent*) RenderingThread.cpp:372 FRenderingThread::Run() RenderingThread.cpp:526 FRunnableThreadPThread::Run() PThreadRunnableThread.cpp:25 FRunnableThreadPThread::_ThreadProc(void*) PThreadRunnableThread.h:185 __pthread_start(void*) 0x00000075ed8b48a4 __start_thread 0x00000075ed852b70 Could it be because I'm using the Oculus branch?
  8. If you put the plugin into your engine folder instead of yourProject/plugins it won't work. Look at the bottom of this file WaveVR/Source/WaveVR/WaveVR_UPL.xml: <buildGradleAdditions> <insert> repositories { maven { url "${OUTPUT_PATH}/../../Plugins/WaveVR/Source/WVR/lib/android/repository" } } dependencies { implementation 'com.htc.vr:wvr_client:+' implementation 'com.htc.vr:wvr_permission_client:+' implementation 'com.htc.vr:wvr_resource:+' } </insert> </buildGradleAdditions> It's hardcoded to only work if it's in your project's plugin path. OUTPUT_PATH is set when you build to yourProject/Binaries/Android. If you want to place it in yourUe4Install/engine/plugins you can change it to the following: <gradleProperties> <insert>ENGINE_DIR=</insert><insertValue value="$S(EngineDir)"/> </gradleProperties> <buildGradleAdditions> <insert> repositories { maven { url "${ENGINE_DIR}/Plugins/WaveVR/Source/WVR/lib/android/repository" } } dependencies { implementation 'com.htc.vr:wvr_client:+' implementation 'com.htc.vr:wvr_permission_client:+' implementation 'com.htc.vr:wvr_resource:+' } </insert> </buildGradleAdditions>
  9. I'm using the Oculus branch of 4.26.2 and my game crashes on launch. OculusVR is disabled and WaveVR is enabled. ADB stack trace: https://logviewer.xyz/7956cd6f2fcd1f91551ce9ef3d797cef Unreal Log: https://logviewer.xyz/ae016f996800ebf8ecad5ea01b3a70e3 Anyone have any ideas?
  10. A bit annoying but it works, thank you!
  11. The headset shows up on adb but I can't find any way to mount it as a drive so I can view the files in Windows explorer.
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