This is a trending crash coming out of the 4.18 release. It has also been experienced internally by QA.
User Descriptions
Source Context
352 // Eye rect is the subrect of the eye texture that we want to crop to fit TargetRect. 353 // Eye rect should already have been cropped to only contain pixels we might want to show on TargetRect. 354 // So it ought to be cropped to the reasonably flat-looking part of the rendered area. 355 356 FIntRect OutRect = SrcRect; 357 358 // Assuming neither rect is zero size in any dimension. 359 check(SrcRect.Area() != 0); 360 check(TargetRect.Area() != 0); 361 362 ***** const float SrcRectAspect = (float)SrcRect.Width() / (float)SrcRect.Height(); 363 const float TargetRectAspect = (float)TargetRect.Width() / (float)TargetRect.Height(); 364
1. Open QAGame in UE4Editor.exe
2. Open TM-VRSmoke
3. Play in VR-Preview.
4. Look around in headset for a few seconds, then remove HMD.
5. Press Win+D.
Expected Result: Can minimize and recover
Outcome: Minimizing resulted in crash
Assertion failed: TargetRect.Area() != 0 [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\HeadMountedDisplay\Private\DefaultSpectatorScreenController.cpp] [Line: 361] UE4Editor_HeadMountedDisplay!FDefaultSpectatorScreenController::Helpers::GetEyeCroppedToFitRect() [defaultspectatorscreencontroller.cpp:363] UE4Editor_HeadMountedDisplay!FDefaultSpectatorScreenController::RenderSpectatorModeSingleEyeCroppedToFill() [defaultspectatorscreencontroller.cpp:289] UE4Editor_HeadMountedDisplay!TBaseRawMethodDelegateInstance<0,FDefaultSpectatorScreenController,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:556] UE4Editor_HeadMountedDisplay!FDefaultSpectatorScreenController::RenderSpectatorScreen_RenderThread() [defaultspectatorscreencontroller.cpp:239] UE4Editor_OculusHMD!OculusHMD::FOculusHMD_SpectatorScreenController::RenderSpectatorScreen_RenderThread() [oculushmd_spectatorscreencontroller.cpp:25] UE4Editor_OculusHMD!OculusHMD::FOculusHMD::RenderTexture_RenderThread() [oculushmd.cpp:1089] UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [slaterhirenderer.cpp:875] UE4Editor_SlateRHIRenderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_43e86ee7c51f39979e9a39d40b280024> > >::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:560] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52279 in the post.
2 |
Component | UE - Platform - XR |
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Affects Versions | 4.18 |
Target Fix | 4.19 |
Fix Commit | 3827767 |
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Main Commit | 3856245 |
Release Commit | 3827767 |
Created | Nov 10, 2017 |
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Resolved | Jan 9, 2018 |
Updated | Sep 16, 2019 |