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Unreal builds are crashing at startup on Focus Plus


parthnaik

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I am using Unreal Engine 4.22 and WaveVR version 3.1.94. When I build my project and run it on Focus Plus, it crashes immediately. The error shown in the log file is below:


[2021.01.28-17.34.56:666][  2]LogAndroid: Error: === Critical error: ===
[2021.01.28-17.34.56:666][  2]LogAndroid: Error:
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: Assertion failed: Result == 1 [File:D:\UEPixo\Engine\Source\Runtime\OpenGLDrv\Private\Android\AndroidEGL.cpp] [Line: 333]
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: ERROR: SetCurrentSharedContext eglMakeCurrent failed : 0x300d
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: [Callstack] 0x0000007F6A348A58 (0x000000000461BA58) libUE4.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...)  []
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: [Callstack] 0x0000007F6D1ED19C (0x00000000074C019C) libUE4.so!AndroidEGL::SetCurrentContext(void*, void*)  []
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: [Callstack] 0x0000007F6D211E2C (0x00000000074E4E2C) libUE4.so!FOpenGLDynamicRHI::RHIAcquireThreadOwnership()  []
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: [Callstack] 0x0000007F6B0D7B30 (0x00000000053AAB30) libUE4.so!FRenderingThread::Init()  []
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: [Callstack] 0x0000007F6A253F14 (0x0000000004526F14) libUE4.so!FRunnableThreadPThread::Run()  []
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: [Callstack] 0x0000007F6A1D43C0 (0x00000000044A73C0) libUE4.so!FRunnableThreadPThread::_ThreadProc(void*)  []
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: [Callstack] 0x0000007F8FC25F18 (0x0000000000068F18) libc.so![Unknown]()  []
[2021.01.28-17.34.56:666][  2]LogAndroid: Error: [Callstack] 0x0000007F8FBDAFC4 (0x000000000001DFC4) libc.so![Unknown]()  []

 

Has anyone experienced this error? Any help would be appreciated.

@MariosBikos_HTC

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  • 2 weeks later...

I was able to figure out the issue. Since I was using Oculus 4.22 branch of UE4, it was using IsOculusMobileApplication() function to determine if it is going to render in VR or not. Since the binary UE4 4.22 uses IsGearVRApplication() to determine the same, it was causing issues. To fix this, all I had to do was replace IsGearVRApplication with IsOculusMobileApplication in WaveVR_UPL.xml file located in <ProjectDir>/Plugins/WaveVR/Source/WaveVR.

Edited by parthnaik
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