Whenever I use passtrough image (either floating hands or passthrough player) it works for few seconds and editor crashes, displaing this error :
(no cpp used by me, only blueprints and convienience pawns, win 7 4.11.2, fresh install)
MachineId:7B048135469A17A7FB5AA5A63B273E9A
EpicAccountId:5443fea92c13481992b91d0ba827289e
Access violation - code c0000005 (first/second chance not available)
UE4Editor_LeapMotion!FPrivateLeapImage::Texture32FromLeapImage()
UE4Editor_LeapMotion!ULeapController::InterfaceEventTick()
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_13c1d0f62b5fcaced3ce7b89bd3d0f91> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\classes\gameframework\actor.h:2722]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:710]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private icktaskmanager.cpp:228]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\async askgraphinterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async askgraph.cpp:779]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async askgraph.cpp:541]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private icktaskmanager.cpp:503]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private icktaskmanager.cpp:1373]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:702]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:1198]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1356]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2644]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
Whenever I use passtrough image (either floating hands or passthrough player) it works for few seconds and editor crashes, displaing this error :
(no cpp used by me, only blueprints and convienience pawns, win 7 4.11.2, fresh install)
What HMD?
Haven’t tried 4.11.2 yet, but I’ll add this one to my check list.
I’m not using HMD yet, but i have installed oculus SDK, I’ve pm’d You crash logs. Also problem started when 4.11 came out.
[2016.04.23-08.54.30:448][139]LogWorld: Game class is ‘LeapMotion_C’
[2016.04.23-08.54.30:452][139]LogWorld: Bringing World /Game/UEDPIE_0_Clusterspace_1.Clusterspace_1 up for play (max tick rate 0) at 2016.04.23-10.54.30
[2016.04.23-08.54.30:452][139]LogWorld: Bringing up level for play took: 0.002772
[2016.04.23-08.54.30:457][139]LogContentBrowser: Native class hierarchy updated for ‘MovieSceneCapture’ in 0.0004 seconds. Added 9 classes and 0 folders.
[2016.04.23-08.54.30:459][139]LeapPluginLog: InterfaceObject: LeapAnimBodyConnectorWithPassthrough_C_0
[2016.04.23-08.54.30:463][139]Cmd: stereo reset
[2016.04.23-08.54.30:463][139]LogBlueprintUserMessages: [PilotEchoHands_C_0] Cast Succesfull
[2016.04.23-08.54.30:463][139]LogBlueprintUserMessages: [PilotEchoHands_C_0] Passtrough Enabled
[2016.04.23-08.54.30:464][139]PIE: Info Play in editor start time for /Game/UEDPIE_0_Clusterspace_1 4.062
[2016.04.23-08.54.30:464][139]LogApp: UseVRFocus has changed to 0
[2016.04.23-08.54.30:464][139]LogApp: HasVRFocus has changed to 0
[2016.04.23-08.54.30:515][140]LeapPluginLog: Created Leap Image Texture Sized: 640, 240, format 2
[2016.04.23-08.54.30:516][140]LeapPluginLog: Created Leap Image Texture Sized: 64, 64, format 1
[2016.04.23-08.54.30:518][140]LeapPluginLog: Created Leap Image Texture Sized: 640, 240, format 2
[2016.04.23-08.54.30:519][140]LeapPluginLog: Created Leap Image Texture Sized: 64, 64, format 1
[2016.04.23-08.54.30:520][140]LogScript:Warning: Accessed None trying to read property PPCamera
PostProcessChanger_C /Game/UEDPIE_0_Clusterspace_1.Clusterspace_1:PersistentLevel.LeapAnimBodyConnectorWithPassthrough_C_0.PostProcessChanger
Function /LeapMotion/Blueprints/Utility/PostProcessChanger.PostProcessChanger_C:SetVRBlendablePassThrough:015C
[2016.04.23-08.54.30:520][140]PIE:Error: Error Blueprint Runtime Error: Accessed None trying to read property PPCamera from function: ‘SetVRBlendablePassThrough’ from node: Add or Update Blendable in graph: SetVRBlendablePassThrough in object: PostProcessChanger
[2016.04.23-08.54.30:520][140]LogScript:Warning: Accessed None trying to read property PPCamera
PostProcessChanger_C /Game/UEDPIE_0_Clusterspace_1.Clusterspace_1:PersistentLevel.LeapAnimBodyConnectorWithPassthrough_C_0.PostProcessChanger
Function /LeapMotion/Blueprints/Utility/PostProcessChanger.PostProcessChanger_C:UpdateVRBlendableParameter:0065
[2016.04.23-08.54.30:520][140]PIE:Error: Error Blueprint Runtime Error: Accessed None trying to read property PPCamera from function: ‘UpdateVRBlendableParameter’ from node: Add or Update Blendable in graph: UpdateVRBlendableParameter in object: PostProcessChanger
[2016.04.23-08.54.36:898][561]LogCrashTracker:
[2016.04.23-08.54.36:923][561]LogCrashTracker:
[2016.04.23-08.54.36:923][561]LogWindows:Error: === Critical error: ===
Fatal error!
[2016.04.23-08.54.36:970][561]LogExit: Executing StaticShutdownAfterError
[2016.04.23-08.54.36:975][561]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.04.23-08.54.36:976][561]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.04.23-08.54.36:976][561]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.04.23-08.54.36:976][561]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.04.23-08.54.36:976][561]LogWindows: FPlatformMisc::RequestExit(1)
[2016.04.23-08.54.36:976][561]Log file closed, 04/23/16 10:54:36
I’ve the same problem.
I don’t have any kind of HDM and I’m using Leap Motion Orion SDK 3.1.2