Description

Going fullscreen/stereo on/enableHMD causes a play in standalone to go unresponsive and render as a black screen.

Found on: Binary 4.9.2 release (from launcher/portal)

UDN: https://udn.unrealengine.com/questions/262540/491-issues-with-vr-standalone-on-dk2.html

Checked and occurring on:
4.9.2 (Release) CL-2707645
4.10 CL- 2720884
4.11 CL- 2717429

Running with debug attached, breaks on

UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetRenderTargets(unsigned int NewNumSimultaneousRenderTargets, const FRHIRenderTargetView * NewRenderTargetsRHI, const FRHIDepthRenderTargetView * NewDepthStencilTargetRHI, unsigned int NewNumUAVs, FRHIUnorderedAccessView * const * UAVs) Line 920 

in D3D11Commands.cpp

Steps to Reproduce
  1. Open UE4editor.exe QAGAME (with a DK2 attached)
  2. Once it opens in the editor, play in standalone
  3. enter the 'fullscreen' command.
Callstack
>	UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetRenderTargets(unsigned int NewNumSimultaneousRenderTargets, const FRHIRenderTargetView * NewRenderTargetsRHI, const FRHIDepthRenderTargetView * NewDepthStencilTargetRHI, unsigned int NewNumUAVs, FRHIUnorderedAccessView * const * UAVs) Line 920	C++
 	UE4Editor-Renderer.dll!SetRenderTarget(FRHICommandList & RHICmdList, FRHITexture * NewRenderTarget, FRHITexture * NewDepthStencilTarget, bool bWritableBarrier) Line 224	C++
 	UE4Editor-Renderer.dll!FRCPassPostProcessAmbientOcclusion::Process(FRenderingCompositePassContext & Context) Line 473	C++
 	UE4Editor-Renderer.dll!FRenderingCompositionGraph::RecursivelyProcess(const FRenderingCompositeOutputRef & InOutputRef, FRenderingCompositePassContext & Context) Line 570	C++
 	UE4Editor-Renderer.dll!FRenderingCompositePassContext::Process(FRenderingCompositePass * Root, const wchar_t * GraphDebugName) Line 178	C++
 	UE4Editor-Renderer.dll!FCompositionLighting::ProcessAfterBasePass(FRHICommandListImmediate & RHICmdList, FViewInfo & View) Line 348	C++
 	UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 1145	C++
 	UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 1616	C++
 	UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 886	C++
 	UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 778	C++
 	UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 525	C++
 	UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 310	C++
 	UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 436	C++
 	UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 74	C++
 	UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 23	C++
 	[External Code]	

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Fixed
ComponentUE - Platform - XR
Affects Versions4.9.24.104.11
Target Fix4.10
Fix Commit2731048
Release Commit2731048
CreatedOct 8, 2015
ResolvedOct 15, 2015
UpdatedSep 16, 2019
View Jira Issue