Hi
First, thank you so much for work!
We’re experiencing a crash while running Hairworks 1.1 in the VR preview in 4.9.2. Previous editor versions worked (somewhat) but now it’s a hard crash after hitting play. Any ideas? I’ll include the log below.
I’ve also come across a strange while using Hairworks in VR in 4.9.1 and earlier - The displays for each eye render the hair object slightly offset from its correct position (and in opposite directions for each eye). It has the effect of making the hair appear to float at each side of the head instead of the center where it is attached. offset appears to be based on distance as well. As you move closer to the hair object the position of the hair in the 2 different eyes begins to converge toward the correct position.
Does sound like something you would be able to fix? Or is it even possible to fix? We’d be happy to compensate you for your time as well.
Thanks
Crash log:
Fatal error: [File:D:\UE4_Projects\UE-4.9.2_NVIDIA\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 675]
Rendering thread exception:
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00000003
vrclient_x64.dll
vrclient_x64.dll
vrclient_x64.dll
vrclient_x64.dll
UE4Editor-SteamVR.dll!FSteamVRHMD::D3D11Bridge::FinishRendering() [d:\ue4_projects\ue-4.9.2_nvidia\engine\plugins\runtime\steam\steamvr\source\steamvr\private\steamvrrender.cpp:114]
UE4Editor-SteamVR.dll!FSteamVRHMD::D3D11Bridge::Present() [d:\ue4_projects\ue-4.9.2_nvidia\engine\plugins\runtime\steam\steamvr\source\steamvr\private\steamvrrender.cpp:151]
UE4Editor-D3D11RHI.dll!FD3D11Viewport::PresentChecked() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:257]
UE4Editor-D3D11RHI.dll!FD3D11Viewport::Present() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:454]
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHIEndDrawingViewport() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:562]
UE4Editor-RHI.dll!FRHICommandList::EndDrawingViewport() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\rhi\private\rhicommandlist.cpp:1192]
UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:472]
UE4Editor-SlateRHIRenderer.dll!TGraphTask<FSlateRHIRenderer::DrawWindows_Private'::
37’::EURCMacro_SlateDrawWindowsCommand>::ExecuteTask() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\core\public\async askgraphinterfaces.h:779]
UE4Editor-Core.dll!FTaskThread::ProcessTasks() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\core\private\async askgraph.cpp:539]
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\core\private\async askgraph.cpp:340]
UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\ue4_projects\ue-4.9.2_nvidia\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:31]
.DLL
ntdll.dll
ntdll.dll