Hello,
I bought the Pro-Version and trying to use it in Linux.
While most of the features seem to work out-of-the-box, there are some issues I got:
First i noticed, that saving in Editor creates a (nearly) empty file. This file can not be loaded again. (PIE: Error: LoadFromSave: Invalid save).
As i planed to use this Plugin with multiplayer I was testing replication. But as soon as the Client tries to connect to server (the modules TCP-Server) it crashes because it was not able to set the huge buffer size:
[2019.03.01-15.18.21:505][458]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2019.03.01-15.18.21:505][458]LogCore: Assertion failed: BufferSize == NewSize [File:VoxelTcpSocket.cpp] [Line: 66]
I commented out this line, and added a UE_LOG printing the NewSize. It sets it to arround 400000. This seems to be a setting in linux. I prefer not to change any of this settings, because players would need to do so too.
With the check commented out, I can actually play in pie. But if I try to change the Landscape another crash occurs:
[2019.03.01-15.22.45:809][448]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2019.03.01-15.22.45:809][448]LogCore: Assertion failed: 0 <= Diff.Index && Diff.Index < VOXEL_CELL_COUNT [File:VoxelDataOctree.h] [Line: 397]
this time I’m completely stuck. First i thought it may turncate the data because of the limited buffersize, but as the logs say:
[2019.03.01-15.22.45:780][448]LogVoxel: Bytes to send: 163. Bytes sent: 163. Success: 1
there was not enough data to fill this buffer, right?
Also found this line appearing quite often in the logs:
2019.02.28-20.05.47:778][478]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: VoxelProceduralMeshComponent /Game/ThirdPersonCPP/Maps/UEDPIE_2_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.VoxelWorld_1.VoxelProceduralMeshComponent_4 NOT Supported.
Maybe its related?
The VoxelGraph works just fine in linux, but the resulting asset can not be used because its crashing. (Can not find the logs for this one, but i will make a new one if needed.)
But exporting to c++ works, and the compiled result can be used without issues.
And the last one is a glitch:
While testing in singleplayer: When moving to far away from “center” the player-character teleports to random locations.
Maybe you know what i can do to fix this issues?
My System:
OS: Debian Stretch
Nvidia Driver: 396.54
Unreal Editor Version: 4.21.2 using Vulkan RHI.