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Fatal Error shortly after entering VR Mode

Hello,

I’m having an issue with UE4 crashing shortly after (somtimes 2 seconds, sometimes 30 seconds) entering VR Mode. It doesn’t give me any more info. Has this happened to anyone else and is there a workaround/solution?

Thanks!

EDIT: I checked the log and this is what I see:

[2016.04.12-16.44.57:411][471]LogExit: Executing StaticShutdownAfterError
[2016.04.12-16.44.57:416][471]LogPhysics:Error: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.04.12-16.44.57:630][471]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.214 s
[2016.04.12-16.44.57:630][471]LogOutputDevice:Warning: === Handled error: ===

Ensure condition failed: false [File:D:\Github\UnrealEngine-dev-vr-editor\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysXSupport.cpp] [Line: 899]
PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
Stack:
UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:178]
UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\core\private\misc\outputdevice.cpp:317]
UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\core\private\misc\outputdevice.cpp:441]
UE4Editor-Engine.dll!FPhysXErrorCallback::reportError() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\engine\private\physicsengine\physxsupport.cpp:899]
PhysX3CommonPROFILE_x64.dll
PhysX3CommonPROFILE_x64.dll
PhysX3CommonPROFILE_x64.dll
PhysX3PROFILE_x64.dll
PhysX3PROFILE_x64.dll
PhysX3PROFILE_x64.dll
PhysX3PROFILE_x64.dll
PhysX3PROFILE_x64.dll
PhysX3PROFILE_x64.dll
UE4Editor-Engine.dll!TermGamePhys() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\engine\private\physicsengine\physlevel.cpp:480]
UE4Editor.exe!WinMain() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\launch\private\windows\launchwindows.cpp:214]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255]
KERNEL32.DLL
ntdll.dll
ntdll.dll

[2016.04.12-16.44.57:630][471]LogStats: SubmitErrorReport - 0.000 s
[2016.04.12-16.44.57:828][471]LogWindows:Warning: CreateProc failed (2) …\Engine\Binaries/Win64/CrashReportClient.exe -Unattended -AppName=UE4-Dragon_VR -DebugSymbols=…\Engine\Intermediate\Symbols
[2016.04.12-16.44.57:828][471]LogStats: SendNewReport - 0.198 s
[2016.04.12-16.44.57:828][471]LogStats: FDebug::EnsureFailed - 0.412 s
[2016.04.12-16.44.57:828][471]LogPhysics:Error: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.04.12-16.44.57:829][471]LogWindows: FPlatformMisc::RequestExit(1)
[2016.04.12-16.44.57:829][471]Log file closed, 04/12/16 18:44:57

I also get this:

UE4Editor-SteamController.dll
UE4Editor-Core.dll!FWindowsApplication::SetForceFeedbackChannelValues() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\core\private\windows\windowsapplication.cpp:1909]
UE4Editor-VREditor.dll!FVREditorMode::PlayHapticEffect() [d:\github\unrealengine-dev-vr-editor\engine\source\editor\vreditor\vreditormode.cpp:2113]
UE4Editor-VREditor.dll!FVREditorWorldInteraction::OnVRAction() [d:\github\unrealengine-dev-vr-editor\engine\source\editor\vreditor\vreditorworldinteraction.cpp:579]
UE4Editor-VREditor.dll!TBaseRawMethodDelegateInstance<0,FVREditorWorldInteraction,void __cdecl(FEditorViewportClient & __ptr64,FVRAction,enum EInputEvent,bool & __ptr64,bool & __ptr64)>::ExecuteIfSafe() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:642]
UE4Editor-VREditor.dll!TBaseMulticastDelegate<void,FEditorViewportClient & __ptr64,FVRAction const ,enum EInputEvent const ,bool & __ptr64,bool & __ptr64>::Broadcast() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor-VREditor.dll!FVREditorMode::HandleInputKey() [d:\github\unrealengine-dev-vr-editor\engine\source\editor\vreditor\vreditormode.cpp:1503]
UE4Editor-VREditor.dll!FVREditorMode::HandleInputAxis() [d:\github\unrealengine-dev-vr-editor\engine\source\editor\vreditor\vreditormode.cpp:1593]
UE4Editor-VREditor.dll!FVREditorInputProcessor::HandleAnalogInputEvent() [d:\github\unrealengine-dev-vr-editor\engine\source\editor\vreditor\vreditorinputprocessor.cpp:40]
UE4Editor-Slate.dll!FSlateApplication::ProcessAnalogInputEvent() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4282]
UE4Editor-Slate.dll!FSlateApplication::OnControllerAnalog() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5293]
UE4Editor-SteamVRController.dll
UE4Editor-Core.dll!FWindowsApplication::PollGameDeviceState() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\core\private\windows\windowsapplication.cpp:1876]
UE4Editor-Slate.dll!FSlateApplication::PollGameDeviceState() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1262]
UE4Editor.exe!FEngineLoop::Tick() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\launch\private\launchengineloop.cpp:2723]
UE4Editor.exe!GuardedMain() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor.exe!GuardedMainWrapper() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [d:\github\unrealengine-dev-vr-editor\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255]
KERNEL32.DLL
ntdll.dll
ntdll.dll

I didn’t solve it, but I found a workaround. Instead of converting the scene to the new version I kept it as 4.11 and now it works.