Using the console command ProfileGPU while the Oculus DK2 is plugged in will cause Standalone game to crash. The editor however will not crash, just the Standalone game.
1. Plug the Oculus Rift DK2 in & make sure it is powered on
2. Open QA-Game
3. Play in Standalone game
4. Once loaded, press ~ to bring up the console command
5. Type ProfileGPU
6. The Standalone game will freeze and then crash
MachineId:DE189244480D3CD0F8CA729A02DD38A6 UserName:tjballard Unknown exception - code 00000001 (first/second chance not available) Assertion failed: BytesPerPixel [File:D:\BuildFarm\buildmachine_++depot+UE4\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RenderTarget.cpp] [Line KERNELBASE + 37901 bytes UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 285 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95] UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:144] UE4Editor_Core!FDebug::AssertFailed() + 1042 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:224] UE4Editor_D3D11RHI!ComputeBytesPerPixel() + 115 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:575] UE4Editor_D3D11RHI!FD3D11DynamicRHI::ReadSurfaceDataNoMSAARaw() + 113 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:658] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceData() + 210 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:999] UE4Editor_RHI!FRHICommandListImmediate::ReadSurfaceData() + 650 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\rhi\public\rhimethods.h:1248] UE4Editor_Engine!TGraphTask<`FRenderTarget::ReadPixels'::`5'::EURCMacro_ReadSurfaceCommand>::ExecuteTask() + 520 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\public\async\taskgraphinterfaces.h:669] UE4Editor_Core!FTaskThread::ProcessTasks() + 2979 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\async\taskgraph.cpp:428] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\async\taskgraph.cpp:271] UE4Editor_RenderCore!RenderingThreadMain() + 173 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\rendercore\private\renderingthread.cpp:275] UE4Editor_RenderCore!FRenderingThread::Run() + 63 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\rendercore\private\renderingthread.cpp:378] UE4Editor_Core!FRunnableThreadWin::Run() + 86 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73] UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [d:\buildfarm\buildmachine_++depot+ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26] kernel32 + 88557 bytes ntdll + 181569 bytes
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Platform - XR |
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Affects Versions | 4.5.1, 4.6, 4.7 |
Target Fix | 4.11 |
Fix Commit | 2800812 |
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Created | Nov 21, 2014 |
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Resolved | Sep 13, 2016 |
Updated | Apr 27, 2018 |