Description

"The test event is set up using the default CE port, but every time an event is sent through the launcher the display receives the input and processes it, however the launcher will "hang" and stop responding.

The launcher never seems to receive a response message as shown from the launcher's log.

Additional Notes: I am using 4 nodes on one machine, however the same error appears if I use 2 nodes. If the event is sent from inside the application on key press there is no hanging noticeable. I've also used a Python script to send to the app and that hangs as well."

https://forums.unrealengine.com/development-discussion/rendering/1680229-ndisplay-hanging-on-clusterevent

Steps to Reproduce

Project Sample Download Link: [Link Removed]

1. Create a default NDisplay project
2. In the Level Blueprint implement display cluster, cluster event listener
3. Create a level bp graph as shown in the attached screenshot "levelbp.png"
4. Package for windows 64-bit to a file location with no spaces in the file path
5. Copy NDisplay listener into the same folder as the .exe
6. Start NDisplay launcher and create event {"Category":"test","Name":"helloWorld","Parameters":

{"arg":"val"}

,"Type":"command"}
7. Assign the config to be 4screenTest.cfg which creates 4 nodes on the same machine.
8. Run
9. Send the cluster event
10. On the launcher hanging restore it

Result: Starting the application works fine and the viewports are correct and working. Sending the event is received and "helloWorld" is printed in the viewports. However the launcher then hangs indefinitely if not restored. This hanging is essentially a crash as the application can no longer receive input.

Expected: The launcher sends the event, it is processed and then the launcher receives a message like:

received 2 bytes
recieved X bytes
Response {
"error":0
}
Should not hang.

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Fixed
ComponentUE - Virtual Production - nDisplay
Affects Versions4.23
Target Fix4.24
Fix Commit7713583
CreatedNov 12, 2019
ResolvedNov 14, 2019
UpdatedNov 15, 2019