Oculus Quest 2 App crash

Hi all.
Really need help or a tip: I built a project for Android on Oculus Quest 2 (ASTC). The project consists of two levels.
Each level has its own GM blueprint and its own player character blueprint.
Not always, but sometimes, when changing levels, the app crashes. This is what the logs say:

03-29 17:21:33.333 21339 21499 D UE4 : Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 703]
03-29 17:21:33.333 21339 21499 D UE4 : Array index out of bounds: 1 from an array of size 1
03-29 17:21:33.333 21339 21499 D UE4 : [2022.03.29-14.21.33:333][549]Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 703]
03-29 17:21:33.333 21339 21499 D UE4 : Array index out of bounds: 1 from an array of size 1
03-29 17:21:33.333 21339 21499 D UE4 : [2022.03.29-14.21.33:333][549]LogAndroid: Error: === Critical error: ===
03-29 17:21:33.333 21339 21499 D UE4 : [2022.03.29-14.21.33:333][549]LogAndroid: Error:
03-29 17:21:33.333 21339 21499 D UE4 : [2022.03.29-14.21.33:333][549]LogAndroid: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 703]
03-29 17:21:33.334 21339 21499 D UE4 : [2022.03.29-14.21.33:333][549]LogAndroid: Error: Array index out of bounds: 1 from an array of size 1
03-29 17:21:33.334 21339 21499 D UE4 : [2022.03.29-14.21.33:334][549]LogAndroid: Error:
03-29 17:21:33.334 21339 21499 D UE4 : [2022.03.29-14.21.33:334][549]LogAndroid: Error:
03-29 17:21:33.346 21339 21499 D UE4 : [2022.03.29-14.21.33:346][549]LogExit: Executing StaticShutdownAfterError

Can anyone tell me what is this means ? Or in what is the direction to look information for?

Hello there, I’m having the exact same issue with the exact same repro steps/setup and error messages.
Were you able to find a solution or at least find a way to get a more detailed stack trace from your Quest 2?

No, I still haven’t found a solution. I had to find the problematic module in my program that causes this error and turn it off.

I actually did find a solution, and that for me it was caused by messages being printed to screen early when a level was loaded.
In shipping builds, there is no issue because printing to screen is disabled.
For a quick fix and testing for development builds, there is the option of disabling screenmessages via a “DisableAllScreenMessages” console command on GameInstance initialization.
A more solid fix would be to just make sure nothing is printing to screen at the beginning of a map load.

4 Likes

Sometimes switch between developers build and shipping can help