We are currently looking for a repro case for this issue. If you are experiencing this crash and are able to determine repro steps, or have a project that is crashing that you can provide, please create a new post here: https://answers.unrealengine.com/spaces/11/bugs-and-crashes.html and provide that information.
This Jira was created from CrashReports submitted by the public due to the high number of occurrences.
Error message:
Assertion failed: IsInGameThread() [Link Removed] [Line: 1047]
Source Context:
31 } 32 } 33 return false; 34 } 35 36 void UHeadMountedDisplayFunctionLibrary::GetOrientationAndPosition(FRotator& DeviceRotation, FVector& DevicePosition) 37 { 38 if(GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed()) 39 { 40 FQuat OrientationAsQuat; 41 FVector Position(0.f); 42 43 GEngine->HMDDevice->GetCurrentOrientationAndPosition(OrientationAsQuat, Position); 44 45 ***** DeviceRotation = OrientationAsQuat.Rotator(); 46 DevicePosition = Position; 47 } 48 else 49 { 50 DeviceRotation = FRotator::ZeroRotator; 51 DevicePosition = FVector::ZeroVector; 52 } 53 } 54 55 bool UHeadMountedDisplayFunctionLibrary::HasValidTrackingPosition() 56 { 57 if(GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed()) 58 { 59 return GEngine->HMDDevice->HasValidTrackingPosition(); 60 }
Most recent user affected CL: 3013449
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
Open up QAGame, open up the pawn's animation bp
Find one of the skel controls, and wire in a "Get Orientation and Position Node"
Play in VR on Oculus, crash spectacularly.
UE4Editor_OculusRift!FHeadMountedDisplay::GetCurrentHMDPose() UE4Editor_OculusRift!FHeadMountedDisplay::GetCurrentOrientationAndPosition() UE4Editor_Engine!UHeadMountedDisplayFunctionLibrary::GetOrientationAndPosition() [headmounteddisplayfunctionlibrary.cpp:46] UE4Editor_Engine!UHeadMountedDisplayFunctionLibrary::execGetOrientationAndPosition() [headmounteddisplayfunctionlibrary.h:33] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:5077] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:641] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [scriptcore.cpp:2060] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:866] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:765] UE4Editor_CoreUObject!UObject::execVirtualFunction() [scriptcore.cpp:2166] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:866] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:5077] UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1245] UE4Editor_Engine!FExposedValueHandler::Execute() [animnodebase.cpp:471] UE4Editor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::Update() [animnode_skeletalcontrolbase.cpp:39] UE4Editor_Engine!FPoseLinkBase::Update() [animnodebase.cpp:188] UE4Editor_Engine!FPoseLinkBase::Update() [animnodebase.cpp:188] UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimationNode() [animinstanceproxy.cpp:35] UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimation() [animinstanceproxy.cpp:672] UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() [skeletalmeshcomponent.cpp:1127] UE4Editor_Engine!FParallelAnimationEvaluationTask::DoTask() [skeletalmeshcomponent.cpp:97] UE4Editor_Engine!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() [taskgraphinterfaces.h:999] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [taskgraph.cpp:1255] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [taskgraph.cpp:1149] UE4Editor_Core!FTaskThreadBase::Run() [taskgraph.cpp:621] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-32564 in the post.
1 |
Component | UE - Platform - XR |
---|---|
Affects Versions | 4.12 |
Target Fix | 4.13 |
Created | Jun 28, 2016 |
---|---|
Resolved | Aug 12, 2016 |
Updated | Sep 16, 2019 |