We are currently looking for a repro case for this issue. If you are experiencing this crash and are able to determine repro steps, or have a project that is crashing that you can provide, please create a new post here: https://answers.unrealengine.com/spaces/11/bugs-and-crashes.html and provide that information.
This Jira was created from CrashReports submitted by the public due to the high number of occurrences.
Error message:
Assertion failed: IsInGameThread() [Link Removed] [Line: 1047]
Source Context:
31 }
32 }
33 return false;
34 }
35
36 void UHeadMountedDisplayFunctionLibrary::GetOrientationAndPosition(FRotator& DeviceRotation, FVector& DevicePosition)
37 {
38 if(GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed())
39 {
40 FQuat OrientationAsQuat;
41 FVector Position(0.f);
42
43 GEngine->HMDDevice->GetCurrentOrientationAndPosition(OrientationAsQuat, Position);
44
45 ***** DeviceRotation = OrientationAsQuat.Rotator();
46 DevicePosition = Position;
47 }
48 else
49 {
50 DeviceRotation = FRotator::ZeroRotator;
51 DevicePosition = FVector::ZeroVector;
52 }
53 }
54
55 bool UHeadMountedDisplayFunctionLibrary::HasValidTrackingPosition()
56 {
57 if(GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed())
58 {
59 return GEngine->HMDDevice->HasValidTrackingPosition();
60 }
Most recent user affected CL: 3013449
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
Open up QAGame, open up the pawn's animation bp
Find one of the skel controls, and wire in a "Get Orientation and Position Node"
Play in VR on Oculus, crash spectacularly.
UE4Editor_OculusRift!FHeadMountedDisplay::GetCurrentHMDPose() UE4Editor_OculusRift!FHeadMountedDisplay::GetCurrentOrientationAndPosition() UE4Editor_Engine!UHeadMountedDisplayFunctionLibrary::GetOrientationAndPosition() [headmounteddisplayfunctionlibrary.cpp:46] UE4Editor_Engine!UHeadMountedDisplayFunctionLibrary::execGetOrientationAndPosition() [headmounteddisplayfunctionlibrary.h:33] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:5077] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:641] UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [scriptcore.cpp:2060] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:866] UE4Editor_CoreUObject!UObject::CallFunction() [scriptcore.cpp:765] UE4Editor_CoreUObject!UObject::execVirtualFunction() [scriptcore.cpp:2166] UE4Editor_CoreUObject!UObject::ProcessInternal() [scriptcore.cpp:866] UE4Editor_CoreUObject!UFunction::Invoke() [class.cpp:5077] UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1245] UE4Editor_Engine!FExposedValueHandler::Execute() [animnodebase.cpp:471] UE4Editor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::Update() [animnode_skeletalcontrolbase.cpp:39] UE4Editor_Engine!FPoseLinkBase::Update() [animnodebase.cpp:188] UE4Editor_Engine!FPoseLinkBase::Update() [animnodebase.cpp:188] UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimationNode() [animinstanceproxy.cpp:35] UE4Editor_Engine!FAnimInstanceProxy::UpdateAnimation() [animinstanceproxy.cpp:672] UE4Editor_Engine!USkeletalMeshComponent::PerformAnimationEvaluation() [skeletalmeshcomponent.cpp:1127] UE4Editor_Engine!FParallelAnimationEvaluationTask::DoTask() [skeletalmeshcomponent.cpp:97] UE4Editor_Engine!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() [taskgraphinterfaces.h:999] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [taskgraph.cpp:1255] UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [taskgraph.cpp:1149] UE4Editor_Core!FTaskThreadBase::Run() [taskgraph.cpp:621] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-32564 in the post.
| 1 |
| Component | UE - Platform - XR |
|---|---|
| Affects Versions | 4.12 |
| Target Fix | 4.13 |
| Created | Jun 28, 2016 |
|---|---|
| Resolved | Aug 12, 2016 |
| Updated | Sep 16, 2019 |