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Oculus App crashes on unload streaming levels

Hiya, i’m stumped with a problem involving the oculus and load/unload of streaming levels. Here are the crash logs. it looks like it involves lightmaps but it still crashes going into scenes with no lighmaps. Any help or pointer in terms of direction to look to fix this would be appreciated.

04-19 10:22:05.309: A/DEBUG(7817): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
04-19 10:22:05.309: A/DEBUG(7817): Build fingerprint: ‘oculus/vr_monterey/monterey:10/QQ3A.200805.001/15280600139500000:user/release-keys’
04-19 10:22:05.309: A/DEBUG(7817): Revision: ‘0’
04-19 10:22:05.309: A/DEBUG(7817): ABI: ‘arm’
04-19 10:22:05.309: A/DEBUG(7817): Timestamp: 2021-04-19 10:22:05+1200
04-19 10:22:05.309: A/DEBUG(7817): pid: 6954, tid: 7562, name: RenderThread 4 >>> com.Conical.OptimizedGF <<<
04-19 10:22:05.310: A/DEBUG(7817): uid: 10145
04-19 10:22:05.310: A/DEBUG(7817): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0xd1e1cf99
04-19 10:22:05.310: A/DEBUG(7817): r0 dddddddd r1 f403f1bc r2 00000000 r3 00000001
04-19 10:22:05.310: A/DEBUG(7817): r4 f403f1bc r5 00000001 r6 cdde07f0 r7 d5140a80
04-19 10:22:05.310: A/DEBUG(7817): r8 d5140a80 r9 dddddddc r10 dddddddc r11 b7b04df8
04-19 10:22:05.310: A/DEBUG(7817): ip 83fb72ec sp b7b04d90 lr dddddddd pc c0464730
04-19 10:22:05.442: A/DEBUG(7817): backtrace:
04-19 10:22:05.442: A/DEBUG(7817): #00 pc 07aa2730 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FLinearColor FilteredVolumeLookup(FVector, FIntVector, unsigned char const*)+944) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #01 pc 07aa1220 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (InterpolateVolumetricLightmap(FVector, FVolumetricLightmapSceneData const&, FVolumetricLightmapInterpolation&)+2964) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #02 pc 07aa2b74 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (GetIndirectLightingCacheParameters(ERHIFeatureLevel::Type, FIndirectLightingCacheUniformParameters&, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FVector, unsigned int, FVolumetricLightmapSceneData*)+304) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #03 pc 07d70780 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FPrimitiveSceneInfo::UpdateIndirectLightingCacheBuffer(FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FVector, unsigned int, FVolumetricLightmapSceneData*)+268) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #04 pc 07d70ba8 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FPrimitiveSceneInfo::UpdateIndirectLightingCacheBuffer()+988) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #05 pc 07e7a900 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FSceneRenderer::UpdatePrimitiveIndirectLightingCacheBuffers()+548) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #06 pc 07b63e7c /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FMobileSceneRenderer::InitViews(FRHICommandListImmediate&)+4176) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #07 pc 07b6573c /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FMobileSceneRenderer::Render(FRHICommandListImmediate&)+2440) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #08 pc 07ed2c3c /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #09 pc 07ed501c /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #10 pc 05af966c /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+2144) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #11 pc 05af83f4 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+108) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #12 pc 07080980 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (RenderingThreadMain(FEvent*)+216) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #13 pc 070ac290 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FRenderingThread::Run()+20) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #14 pc 05bef204 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FRunnableThreadPThread::Run()+152) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #15 pc 05af3ae8 /data/app/com.Conical.OptimizedGF-gBrKjAVz4XkepGiSjecc1Q==/lib/arm/libUE4.so (FRunnableThreadPThread::_ThreadProc(void*)+80) (BuildId: a7deb0a9cb43e25ac5c038fb7c092425e93b43fd)
04-19 10:22:05.442: A/DEBUG(7817): #16 pc 000a554f /apex/com.android.runtime/lib/bionic/libc.so (__pthread_start(void*)+20) (BuildId: 83dc9512fb55867999b06e7977b660bc)
04-19 10:22:05.442: A/DEBUG(7817): #17 pc 0005f683 /apex/com.android.runtime/lib/bionic/libc.so (__start_thread+30) (BuildId: 83dc9512fb55867999b06e7977b660bc)

Hey @tomiConical, did you submit a bug report?

Always good to write a Forum post as well, in case others come across the same issue!

Hi @VictorLerp not sure how to do that (the forum topic) and I wasn’t sure it counted as a bug just yet since I was still investigating it. I’ll get to that immediately and hopefully with more information about the issue.

That’s the right approach! The best way to get a bug investigated is to provide as much information as possible, and a fresh project where the issue can be reproduced.