OpenXR with MSFT remoting, crash in UE5.0.3

Assertion failed: PipelineState.bXrFrameStateUpdated [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp] [Line: 1582]

UnrealEditor_OpenXRHMD!FOpenXRHMD::GetDisplayTime() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp:1582]
UnrealEditor_OpenXRAR!FOpenXRARSystem::OnStartARGameFrame() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRAR\Private\OpenXRAR.cpp:971]
UnrealEditor_OpenXRHMD!FOpenXRHMD::OnStartGameFrame() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp:2202]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1345]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

It worked fine in 5.0.2 but after updating to 5.0.3 remoting does not work anymore.
Any ideas on how to fix this? Thanks!

Alright, I found a workaround/solution, I was running StartARSession in BeginPlay and that caused the crash so I added a 100ms delay and the crash went away.

1 Like

I have the same problem you are describing, I tried adding the delay but sadly it didn’t work for me :stuck_out_tongue:
Any other idea of how to get around this?

yeah a delay didn’t work anymore, you need to make sure that start ar session does not run if you are not remoting to the Hololens.

If it runs when not remoting it will crash the editor.

1 Like

Yeah sadly, I guess we have to wait for a fix.
I have gone back to developing in 4.27 in the meantime, there it works :slight_smile:

I am still able to apply a short delay to workaround this.

Can you share your call stack for the crash you’re seeing so we can check if it’s something different?

If using a binary version of Unreal, you can download the “Editor symbols for debugging” in the UE 5 Installation Options in the Epic Games Launcher’s Library tab to get a meaningful stack.