Editor crashes when Oculus boundary component is added without a HMD connected.
This was discovered while researching a separate bug report. A user stated that on a project that had been upgraded from 4.17 to 4.18 they were having crashes with OnTick using the boundary component when there is no HMD connected.
Results: The editor is crashing when adding an Oculus boundary component when no Oculus HMD is connected.
Expected: The boundary component should be added without crashing the editor.
> [Inline Frame] UE4Editor-OculusHMD.dll!FWindowsPlatformMisc::DebugBreak() Line 56 C++ Symbols loaded. [Inline Frame] UE4Editor-OculusHMD.dll!TSharedPtr<IXRTrackingSystem,1>::operator->() Line 835 C++ Symbols loaded. UE4Editor-OculusHMD.dll!UOculusBoundaryComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) Line 231 C++ Symbols loaded. [Inline Frame] UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick::__l2::<lambda_a8128609955b5bb0ccb5da311e0c1d1a>::operator()(float) Line 792 C++ Symbols loaded. UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<<lambda_a8128609955b5bb0ccb5da311e0c1d1a> >(UActorComponent * Target, bool bTickInEditor, float DeltaTime, ELevelTick TickType, const FActorComponentTickFunction::ExecuteTick::__l2::<lambda_a8128609955b5bb0ccb5da311e0c1d1a> & ExecuteTickFunc) Line 3100 C++ Symbols loaded. UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 794 C++ Symbols loaded. UE4Editor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 273 C++ Symbols loaded. UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 784 C++ Symbols loaded. [Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,FDefaultAllocator> & CurrentThread, ENamedThreads::Type) Line 466 C++ Symbols loaded. UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 651 C++ Symbols loaded. UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilIdle(int QueueIndex) Line 571 C++ Symbols loaded. UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 559 C++ Symbols loaded. UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1454 C++ Symbols loaded. UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 760 C++ Symbols loaded. UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1420 C++ Symbols loaded. UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1459 C++ Symbols loaded. UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 396 C++ Symbols loaded. UE4Editor.exe!FEngineLoop::Tick() Line 3296 C++ Symbols loaded. [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ Symbols loaded. UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 166 C++ Symbols loaded. UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 199 C++ Symbols loaded.
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2 |
Component | UE - Platform - XR |
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Affects Versions | 4.18, 4.19 |
Target Fix | 4.19 |
Created | Nov 7, 2017 |
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Resolved | Jan 8, 2018 |
Updated | Apr 27, 2018 |