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Issues getting Unreal project run on the Quest

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    #16
    Code:
    LogPlayLevel: 06-04 11:41:03.318 4660 4765 D UE4 : Assertion failed: Layout == VK_IMAGE_LAYOUT_UNDEFINED [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 493]
    LogPlayLevel: 06-04 11:41:03.318 4660 4765 D UE4 :
    LogPlayLevel: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]Assertion failed: Layout == VK_IMAGE_LAYOUT_UNDEFINED [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 493]
    LogPlayLevel: 06-04 11:41:03.319 4660 4765 D UE4 :
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: === Critical error: ===
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: Assertion failed: Layout == VK_IMAGE_LAYOUT_UNDEFINED [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 493]
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C64C6F1C libUE4.so(0x000000000611DF1C)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C64AC2FC libUE4.so(0x00000000061032FC)!FVulkanTextureBase::FVulkanTextureBase(FVulkanDevice&, VkImageViewType, EPixelFormat, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int,
    FRHIResourceCreateInfo const&) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C64A8C34 libUE4.so(0x00000000060FFC34)!FVulkanDynamicRHI::AsyncReallocateTexture2D_RenderThread(FRHICommandListImmediate&, FRHITexture2D*, int, int, int, FThreadSafeCounter*) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA5A5648 libUE4.so(0x000000000A1FC648)!FTexture2DUpdate::DoAsyncReallocate(FTexture2DUpdateContext const&) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA5A5034 libUE4.so(0x000000000A1FC034)!FTexture2DStreamIn_IO_AsyncReallocate::AsyncReallocate(FTexture2DUpdateContext const&) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA5ADC98 libUE4.so(0x000000000A204C98)!TRenderAssetUpdate<FTexture2DUpdateContext>::TickInternal(FRenderAssetUpdate::EThreadType, bool) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA58C350 libUE4.so(0x000000000A1E3350)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA58C784 libUE4.so(0x000000000A1E3784)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C6522004 libUE4.so(0x0000000006179004)!FNamedTaskThread::ProcessTasksNamedThread(int, bool) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C6520D8C libUE4.so(0x0000000006177D8C)!FNamedTaskThread::ProcessTasksUntilQuit(int) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C7A9BC34 libUE4.so(0x00000000076F2C34)!RenderingThreadMain(FEvent*) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C7AC545C libUE4.so(0x000000000771C45C)!FRenderingThread::Run() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C6620968 libUE4.so(0x0000000006277968)!FRunnableThreadPThread::Run() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C651C480 libUE4.so(0x0000000006173480)!FRunnableThreadPThread::_ThreadProc(void*) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000EB6A5D84 libc.so(0x0000000000047D84)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000EB678036 libc.so(0x000000000001A036)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    Does anyone have ideas what is causing this? As far as I understand, it has something to do with Vulkan?

    Recently upgraded to 4.25 and it was a huge struggle to get it to even build for Quest, and now it crashes almost immediately after startup. The Level doesn't even have anything heavy in it. Just a widget main menu.

    Tested starting a level with much more going on and it run longer before crashing.

    Edit: Switched to OpenGL and now it builds and runs without crashes. Is Vulkan for Quest Broken?
    Last edited by Zarsky; 06-04-2020, 06:04 PM.

    Comment


      #17
      This is why I haven't moved from 4.24.3 yet. I haven't seen any step guides on how to get 4.25 (or even 4.25.1 now) to run on a Quest.

      Comment


        #18
        Originally posted by DarthJandis View Post
        This is why I haven't moved from 4.24.3 yet. I haven't seen any step guides on how to get 4.25 (or even 4.25.1 now) to run on a Quest.
        This page has info on getting started on Quest using 4.25. Should still apply to 4.25.1.

        Comment


          #19
          ITNoetic Thank you! I have to uninstall everything from 4.24.3 though right to get this to work?

          Comment


            #20
            Originally posted by utterboredom View Post
            Not sure if this was solved for you, but I ran into this issue. Make sure you actually specify the NDK version [android-19] rather than [latest].
            This fixed it for me, thanks!

            Comment


              #21
              I am having similar issues with unreal 4.25 - most of the time I also got a black screen or worse, a crashing app.

              Followed the new instructions for installing the sdk and ndk but no matter what I tried, the Oculus app did not work.

              So I switched back to 4.24 for now...

              Comment


                #22
                Bantol did you solve the issue? Did you you make sure to add the Oculus quest under advanced packaging?


                Still trying to figure out what causes the instant crashes in Oculus quest... (Official release and oulus branch)

                Click image for larger version  Name:	image_181017.jpg Views:	0 Size:	198.8 KB ID:	1782093

                Comment


                  #23
                  I have got the same issue, for now, I checked off the support for Vulkan support.
                  Anyone used Vulkan properly with Quest?

                  Comment


                    #24
                    Been struggling with this for the past few days. Here's the setup that worked for me:

                    * UnrealEngine 4.25.1 built from source from Oculus repo
                    https://github.com/Oculus-VR/UnrealEngine.git

                    * Android Studio 3.5.3

                    * AndroidSDK
                    SDK - C:\Users\username\Documents\AndroidSDK
                    JDK - C:\Users\username\Documents\AndroidSDK\jre
                    NDK - C:\Users\username\Documents\AndroidSDK\ndk\21.1.6352462
                    SDK API - latest
                    NDK API - android-19

                    * Android
                    Minimum SDK - 25
                    Target SDK - 25
                    Package game data inside apk [on]
                    armv7 [on]
                    armv64 [off]
                    OpenGL [on]
                    Vulkan [off]
                    Package Oculus For Mobile Devices - [Oculus Quest]
                    Remove Oculus Signature Files from Distribution apk [on]

                    * Rendering
                    Mobile - 8x MSAA
                    Mobile MSAA [on]
                    Support Software Occlusion Culling [on]
                    Forward Shading [on]
                    Instanced Stereo [on]
                    Mobile HDR [off]
                    Mobile Multi-View [on]
                    Round Robin Occlusion Quesies [on]

                    Last edited by Kirill Ragozin; 07-26-2020, 04:51 PM.

                    Comment


                      #25
                      I'm developing for Quest 1 on UE4 4.23, and I concur with the settings provided by Kirill Ragozin. Specifically, I was previously successfully packaging with

                      * Android
                      armv7 [off]
                      armv64 [on]
                      OpenGL [on]
                      Vulkan [on]


                      but, as of a recent Quest update, the builds either display black or crash unless I use

                      * Android
                      armv7 [on]
                      armv64 [off]
                      OpenGL [on]
                      Vulkan [off]
                      Last edited by Fig_tree; 01-04-2021, 05:58 PM. Reason: formatting

                      Comment


                        #26
                        Here are my settings, deployed to quest (1), using Vulkan! My project is still pretty much empty, but hey - it works!
                        For reference, I couldn't get 'mobile multi-view' to work with opengl in a previous engine release (4.25.1oculus), this is using the latest 4.25.4-oculus 1.55 v23

                        Minimum SDK - 25
                        Target SDK - 25
                        armv7 [on]
                        armv64 [off]
                        OpenGL [off]
                        Vulkan [on]

                        Mobile - 4x MSAA
                        Mobile MSAA [on]
                        Forward Shading [off] - This option is only relevant if you're doing a desktop build and/or want to preview msaa while using SM5! The mobile renderer supports msaa
                        Instanced Stereo [on]
                        Mobile HDR [off] - If this is on, the Vulkan Preview works (if mobile msaa is also on, otherwise it needs to be off for the preview not to crash the editor)
                        Mobile Multi-View [on]

                        Important note:
                        The Vulkan preview crashes the editor if mobile msaa is enabled! However it deploys to Quest and the game works (along with msaa and, hopefully, multiview)! It will be a bit more difficult to preview the graphics, but I'll rather walk the Vulkan path and hope for the best.

                        Comment

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