Going fullscreen/stereo on/enableHMD causes a play in standalone to go unresponsive and render as a black screen.
Found on: Binary 4.9.2 release (from launcher/portal)
UDN: https://udn.unrealengine.com/questions/262540/491-issues-with-vr-standalone-on-dk2.html
Checked and occurring on:
4.9.2 (Release) CL-2707645
4.10 CL- 2720884
4.11 CL- 2717429
Running with debug attached, breaks on
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetRenderTargets(unsigned int NewNumSimultaneousRenderTargets, const FRHIRenderTargetView * NewRenderTargetsRHI, const FRHIDepthRenderTargetView * NewDepthStencilTargetRHI, unsigned int NewNumUAVs, FRHIUnorderedAccessView * const * UAVs) Line 920
in D3D11Commands.cpp
> UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetRenderTargets(unsigned int NewNumSimultaneousRenderTargets, const FRHIRenderTargetView * NewRenderTargetsRHI, const FRHIDepthRenderTargetView * NewDepthStencilTargetRHI, unsigned int NewNumUAVs, FRHIUnorderedAccessView * const * UAVs) Line 920 C++ UE4Editor-Renderer.dll!SetRenderTarget(FRHICommandList & RHICmdList, FRHITexture * NewRenderTarget, FRHITexture * NewDepthStencilTarget, bool bWritableBarrier) Line 224 C++ UE4Editor-Renderer.dll!FRCPassPostProcessAmbientOcclusion::Process(FRenderingCompositePassContext & Context) Line 473 C++ UE4Editor-Renderer.dll!FRenderingCompositionGraph::RecursivelyProcess(const FRenderingCompositeOutputRef & InOutputRef, FRenderingCompositePassContext & Context) Line 570 C++ UE4Editor-Renderer.dll!FRenderingCompositePassContext::Process(FRenderingCompositePass * Root, const wchar_t * GraphDebugName) Line 178 C++ UE4Editor-Renderer.dll!FCompositionLighting::ProcessAfterBasePass(FRHICommandListImmediate & RHICmdList, FViewInfo & View) Line 348 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 1145 C++ UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 1616 C++ UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 886 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 778 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 525 C++ UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 310 C++ UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 436 C++ UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 74 C++ UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 23 C++ [External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-21946 in the post.
0 |
Component | UE - Platform - XR |
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Affects Versions | 4.9.2, 4.10, 4.11 |
Target Fix | 4.10 |
Created | Oct 8, 2015 |
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Resolved | Oct 15, 2015 |
Updated | Sep 16, 2019 |