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nDisplay crashes second time using "open level" blueprint.

Hey!

Using 4.25, disabled VRinput, no HTC vive connected. Using nDisplay content blueprints and my config works with 1 computer, three screens with NVidia surround.
Launching three nodes, splitted with aprox 1280x720 in size.

Everything works fine in one scene. I can simply copy and paste the stage hiearchy and it works in any levels.
I have moved all of ndisplay blueprints to the projects content which i need.

My issue rise when it comes to open level. Im currently using the LevelSwitch demo blueprint to do this to have it syncronized under a ndisplay button.

First time i open the level, it works as it should. If i close the nodes, and do a run as soon as its ready again, it crashes. There is no explanation for it either. I have disabled all VR, input, HMD and other related plugins that can cause the crash. (May have overseen one or two if you have an suggestion)

i have also tried adding the map names to the custom command line, and I have tried to add options in the open level customized to the same options as ndisplay tries to run them with.

I’ll add my crash logs from the nodes.



[2020.10.16-02.50.09:685][369]LogDisplayClusterRender: VeryVerbose: >> FDisplayClusterDeviceBase_PostProcess::PerformPostProcessViewBeforeWarpBlend_RenderThread
[2020.10.16-02.50.09:685][369]LogDisplayClusterRender: Verbose: Postprocess VIEW before WarpBlend: 1
[2020.10.16-02.50.09:685][369]LogDisplayClusterRender: VeryVerbose: >> FDisplayClusterDeviceBase_PostProcess::PerformPostProcessFrameBeforeWarpBlend_RenderThread
[2020.10.16-02.50.09:685][369]LogDisplayClusterRender: Verbose: Postprocess FRAME before WarpBlend: 1
[2020.10.16-02.50.09:685][369]LogDisplayClusterRender: VeryVerbose: >> FDisplayClusterDeviceBase_PostProcess::PerformPostProcessRenderTargetBeforeWarpBlend_RenderThread
[2020.10.16-02.50.09:685][369]LogDisplayClusterRender: Verbose: Postprocess TARGET before WarpBlend: 1
[2020.10.16-02.50.09:685][369]LogDisplayClusterRender: VeryVerbose: >> FDisplayClusterRenderManager::GetViewportRect
[2020.10.16-02.50.10:938][369]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2020.10.16-02.50.10:938][369]LogOutputDevice: Warning:

Script Stack (0 frames):

[2020.10.16-02.50.10:938][369]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2020.10.16-02.50.10:938][369]LogWindows: Error: === Critical error: ===
[2020.10.16-02.50.10:938][369]LogWindows: Error:
[2020.10.16-02.50.10:938][369]LogWindows: Error: Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 855]
[2020.10.16-02.50.10:938][369]LogWindows: Error: Rendering thread exception:
[2020.10.16-02.50.10:938][369]LogWindows: Error: Fatal error!
[2020.10.16-02.50.10:938][369]LogWindows: Error:
[2020.10.16-02.50.10:938][369]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[2020.10.16-02.50.10:938][369]LogWindows: Error:
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff8352d6132 UE4Editor-PicpProjection.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff834da0c12 UE4Editor-DisplayCluster.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff84eb2bb98 UE4Editor-SlateRHIRenderer.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff84eb211f5 UE4Editor-SlateRHIRenderer.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff84eb33c0e UE4Editor-SlateRHIRenderer.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff8858c87d8 UE4Editor-Core.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff8858c8aa3 UE4Editor-Core.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff8bdc8f892 UE4Editor-RenderCore.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff8bdc953d4 UE4Editor-RenderCore.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff885db025b UE4Editor-Core.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff885da7c30 UE4Editor-Core.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff8c92c4034 KERNEL32.DLL!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error: [Callstack] 0x00007ff8ca153691 ntdll.dll!UnknownFunction ]
[2020.10.16-02.50.10:938][369]LogWindows: Error:
[2020.10.16-02.50.10:938][369]LogWindows: Error:
[2020.10.16-02.50.10:938][369]LogWindows: Error:
[2020.10.16-02.50.10:938][369]LogWindows: Error:
[2020.10.16-02.50.10:942][369]LogThreadingWindows: Error: Runnable thread RenderThread 2 crashed.
[2020.10.16-02.50.10:950][369]LogWindows: Error: HandleError re-entered.
[2020.10.16-02.50.10:950][369]LogWindows: FPlatformMisc::RequestExit(1)
[2020.10.16-02.50.10:950][369]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.10.16-02.50.10:961][369]Log file closed, 10/16/20 04:50:10


It seems as open level leaves threads running because ndisplay is not properly closing them. This meaning each time you exit a level and want to open a new one, sadly ndisplay is not clearing them for the next level. I have tried closing different listeners and destroying blueprints earlier to see if ndisplay does anything different… but no…