I’ve been able to run the standard nDisplay tutorial and feel like I’ve got a decent grasp of the .cfg file setup. However, when I try to add an nDisplay to a pre-existing project, my project crashes when launched in the nDisplayLauncher. I’ve got both the nDisplay plugin and the settings adjusted, but it seems I’m having trouble with the concept of cluster nodes and assuming where the ndisplay is getting its camera information from. I’ve rebuilt the cluster node blueprint that existed in the tutorial, but nothing seems to be working. What am I doing wrong?
I’m getting used to seeing the following log:
Fatal error!
Getting fatal errors whenever launching an existing project with nDisplay as well. However, nDisplay works using UE’s default file as well as Ben Kidd’s tutorial files.
Having the same issue. Sometimes the error does not occur. Additionally, when running the same package on different machines, it might work on one but not the other.
Found out what causes the error. It turns out that nDisplay requires setting the window as fullscreen=“true” in the cfg file or setting the applications high DPI scaling override to Application.
Not exactly sure why the error happens int he first place, but you can reproduce it by setting the fullscreen mode to true, starting the app via nDisplay and then pressing Alt + Enter to leave fullscreen mode. The app should then crash with the same exception. However, I am not sure if this happens with high resoltuion displays only (4k monitor + Windows’s DPI scaling).