I know it is only an experimental feature, but it seems VR-mode and Light Propagation Volumes are not going well together. As soon as I enter VR-mode, the game crashes.
Other than that, Light Propagation Volumes is realy impressive, I love it.
Rendering thread exception:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 518]
Array index out of bounds: 1 from an array of size 0
Stack:
Address = 0xec9b3f36 (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xec852bb5 (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xe662d90c (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Renderer.dll]
Address = 0xe662cede (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Renderer.dll]
Address = 0xe65cdfbf (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Renderer.dll]
Address = 0xe64f4d19 (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Renderer.dll]
Address = 0xe65e2c5d (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Renderer.dll]
Address = 0xe65b504d (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Renderer.dll]
Address = 0xec740732 (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xec7408ed (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xef675bd3 (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
Address = 0xef676039 (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-RenderCore.dll]
Address = 0xec9b1ae9 (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xec9aafa1 (filename not found) [in C:\Program Files\Unreal Engine\4.1\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x7765652d (filename not found) [in C:\Windows\system32\kernel32.dll]
Address = 0x7778c541 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]
Address = 0x7778c541 (filename not found) [in C:\Windows\SYSTEM32
tdll.dll]
Thanks for letting us know about this. We actually had someone else report it a couple of weeks ago and we were able to reproduce it. There a report in for it assigned to a dev, so once they have a to fix it, they will. LPVs are, as you said, experimental and not well tested. I encourage you to let us know about anything else you encounter, good or bad, as we would like to see feedback on both Oculus integration and LPVs.
I recently found out that it seems Lightmass is having problems with enclosed spaces. Iām making a game that takes place entirely inside, so the light leaking on static meshes with Lightmass is not going to work for my purposes.
LPV is the natural answer to needing dynamic lighting, but if it doesnāt work with the Riftā¦
Any we might get more information on where the problem exists, so that community members could perhaps also try and fix it?
Our Oculus developer and rendering developer are looking into still. As we move forward with support for in the editor, we will begin properly implementing it for oculus usage as well.
Doesnāt seem like it. Light Propagation Volumes crash everything and its fix is only coming in the next update (4.4) Hopefully there will be a hotfix soon
Hey guys, I checked our bug report on and I am pleased to say that a programmer has marked it fixed for an upcoming version of the editor. It just barely missed the cutoff for 4.3, so we are hoping to push it out very soon.
The issue with it only rendering in one eye is part of the general bug of certain effects only rendering in the āprimaryā camera. is being addressed and once it is fixed, UMG, HUDs and LPV will render in both eyes.
They didnāt make it into that update. It is something that is getting a lot of focus for a future release, but it is a big project for the rendering team to build, test and implement. Iāll see about getting more specific information about a timeline, as is an issue that comes up frequently.
Iām looking for feature to stabilize too. Thanks for the info! While would require some serious Graphics Horsepower in the rift, I imagineā¦ it would eliminate the need for lightmap UVāsā¦ so lots of man-hours gone!
Sorry to resurrect thread, but still seems to be the case in UE 4.8. Is there a setting Iām missing or are some effects still left eye/primary camera only?