Hi there,
with ‘hmddbg showcamera on’ it’s possible to see the tracker’s view frustum in VR mode. If this is active when exiting PIE session, it crashes the whole editor.
It’s also not possible to create a workaround by deactivating this automatically on end, there is no bindable event like ‘onExitGame’ exposed for blueprint and catching ESC as input node doesn’t work in the editor either.
Oculus SDK: 0.6.0.1
Crash log:
MachineId:09466ED14773200D475C1E8762FE17BF
EpicAccountId:fba125fe5ed14161aba1305f0b491147
Access violation - code c0000005 (first/second chance not available)
“”
UE4Editor_Core!FRotator::Quaternion() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\math\unrealmath.cpp:304]
UE4Editor_OculusRift!FHeadMountedDisplay::DrawDebugTrackingCameraFrustum()
UE4Editor_OculusRift!FOculusRiftHMD::DrawDebug()
UE4Editor_Engine!UGameViewportClient::Draw() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gameviewportclient.cpp:1215]
UE4Editor_Engine!FViewport::Draw() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\unrealclient.cpp:1001]
UE4Editor_Engine!FSceneViewport::ResizeViewport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\slate\sceneviewport.cpp:1058]
UE4Editor_Engine!FSceneViewport::SetViewportSize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\slate\sceneviewport.cpp:1012]
UE4Editor_OculusRift!FOculusRiftHMD::DoEnableStereo()
UE4Editor_OculusRift!FOculusRiftHMD::OnEndPlay()
UE4Editor_UnrealEd!UEditorEngine::EndPlayMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:81]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:973]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]