getnamo
(getnamo)
March 21, 2016, 5:13pm
71
Hello again !
I’ve spotted another problem : once packaged, my game crashed on startup. So I tried debugging the exe through VisualStudio (in DebugGame configuration), and there’s an unhandled exception thrown here :
File : Hub_impl.hpp
Hub::Hub(const std::string& applicationIdentifier)
: _hub(0)
, _myos()
, _listeners()
{
libmyo_error_details_t _error;
libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error);
switch (**libmyo_error_kind(_error)**) {
case libmyo_error:
case libmyo_error_runtime:
case libmyo_error_invalid_argument:
{
lastInitCausedError = true;
break;
}
case libmyo_success:
{
lastInitCausedError = false;
break;
}
}
}
It turns out libmyo_init_hub , even through returning libmyo_success , was leaving _error uninitialized, quite strange…From there I added a check to know if the function executed successfully and now the packaged game works like a charm !
libmyo_result_t res = libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error);
if (res == libmyo_success) {
lastInitCausedError = false;
}
else {
switch (libmyo_error_kind(_error)) {
/* ... */
}
}
When searching about the issue I stumbled upon topic where you discussed part of the code. I suppose we should notify Thalmic devs about as they seem unaware of it.
About my previous issue (compiling a blueprint with a MyoComponent causes UE Editor to crash), I managed to compile after quitting MyoConnect. I can then restart MyoConnect and it works as intended. But if I try to recompile or even move the blueprint instance in the level, the crash comes back. My log file ends abruplty after quite a struggle it seems :
I don’t know if it’s possible to debug a crash in the Editor, so I’m a little stuck. I’ll see want I can do !
Interesting issues, GJ on debugging things. To debug editor, just press F5 on your C++ project solution and it will compile and run the editor in debug mode. Then it will catch the stack when you hit an error.
Will be looking into the myo plugin again around the time 4.11 comes out in the meantime if you find solutions post pull requests on github and I’ll merge them.