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Zhymon
Posts: 10
Joined: 15 Jun 2017, 15:11

Re: Unreal Engine 4

20 Jun 2017, 01:40

Yes, copy it manually for now. It should be copied as part of the build process. Unfortunately UE4 doesn't support shaders in other locations. I'm going to try and submit a pull request for plugin shaders or shaders without a file to Epic.
Any idea what could be causing the crashes I am seeing. Something on my end?
 
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hcpizzi
Site Admin
Posts: 39
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

20 Jun 2017, 13:00

Sorry, haven't been receiving the forum notifications correctly. I'm going to take a look.
 
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hcpizzi
Site Admin
Posts: 39
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

20 Jun 2017, 13:22

I've just committed a fix. The linkers are null if the asset hasn't been saved yet.

I think I've fixed the issue with the forum notifications too, so hopefully I'll be able to react more quickly if you run into any other problems. Sorry for the delay.
 
Zhymon
Posts: 10
Joined: 15 Jun 2017, 15:11

Re: Unreal Engine 4

20 Jun 2017, 13:42

I've just committed a fix. The linkers are null if the asset hasn't been saved yet.

I think I've fixed the issue with the forum notifications too, so hopefully I'll be able to react more quickly if you run into any other problems. Sorry for the delay.
No problem! Thank you for all your help
 
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hcpizzi
Site Admin
Posts: 39
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

20 Jun 2017, 15:45

No worries. Let me know if you find any other issues, and thank you for your patience.
 
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hcpizzi
Site Admin
Posts: 39
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

04 Sep 2017, 16:54

I've updated the plugin to support UE4.17. They have added support for global shaders in plugins, so the build script doesn't have to copy it to the engine shader source directory. If you have been using it before version 4.17, you probably have a copy of Noesis.usf in Engine/Shaders. Please, delete it, as it won't compile any more. Epic remarked in their release notes that the feature is still in its infancy. I haven't run into any problems so far, but if you do, as always, please let us know,

[UPDATED 2017-09-14] I've discovered that a new UE4 feature prevents NoesisBlueprints from being correctly compiled. The feature is called Blueprint Compilation Manager. For the time being you need to disable it from the Edit>Project Settings dialog, then Editor>Blueprints>Use Compilation Manager. I'll investigate if the problem is on our side or the new feature.
 
Rastar
Posts: 17
Joined: 13 Aug 2014, 08:42

Re: Unreal Engine 4

22 Sep 2017, 15:37

Hi, I'm trying out the UE4 plugin for the first time. Unfortunately, it gives me issues. I am able to import a XAML file, create a Noesis Blueprint and use the "Create Widget" function in the level Blueprint's OnBeginPlay event. However, once I also add this instance to the viewport or the player screen, the game crashes on play with a simple "Fatal error!" box. I couldn't find any error description in the debug logs. Please let me know how I maybe can provide additional information.

Btw, I am using 4.17.1 compiled from sources, and I have disabled the BP Compile Manager.
 
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hcpizzi
Site Admin
Posts: 39
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

22 Sep 2017, 16:11

I've been meaning to improve the logging system, but haven't done it yet. Could you please replace the implementation of the error handler with this one?
static void NoesisErrorHandler(const NsChar* Filename, NsSize Line, const NsChar* Desc, NsBool Fatal)
{
	if (Fatal)
	{
		UE_LOG(LogNoesisGui, Error, TEXT("%s"), *NsStringToFString(Desc));
		FPlatformMisc::RequestExit(true);
	}
	UE_LOG(LogNoesisGui, Warning, TEXT("%s"), *NsStringToFString(Desc));
}
You can find it at the top of the file in Source/NoesisGui/Private/NoesisGuiModule.cpp. After you've replaced it and rebuilt, if there's a crash you should see a line starting with LogNoesisGui in your project log, that you can find in <ProjectDir>/Saved/Logs.

Please, let me know what it reads.
 
Rastar
Posts: 17
Joined: 13 Aug 2014, 08:42

Re: Unreal Engine 4

22 Sep 2017, 16:45

[2017.09.22-14.44.43:604][687]LogWindows: Error: === Critical error: ===
[2017.09.22-14.44.43:604][687]LogWindows: Error: 
[2017.09.22-14.44.43:604][687]LogWindows: Error: Fatal error: [File:D:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 811] 
[2017.09.22-14.44.43:604][687]LogWindows: Error: Rendering thread exception:
[2017.09.22-14.44.43:604][687]LogWindows: Error: Fatal error!
[2017.09.22-14.44.43:604][687]LogWindows: Error: 
[2017.09.22-14.44.43:604][687]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
[2017.09.22-14.44.43:604][687]LogWindows: Error: 
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-NoesisGui.dll!FNoesisRenderDevice::DrawBatch() [d:\unrealengine\engine\plugins\noesisgui\source\noesisgui\private\render\noesisrenderdevice.cpp:540]
[2017.09.22-14.44.43:604][687]LogWindows: Error: Noesis.dll!0x0000000097955B48
[2017.09.22-14.44.43:604][687]LogWindows: Error: Noesis.dll!0x0000000097950C3F
[2017.09.22-14.44.43:604][687]LogWindows: Error: Noesis.dll!0x00000000977E81F1
[2017.09.22-14.44.43:604][687]LogWindows: Error: Noesis.dll!0x00000000977E562B
[2017.09.22-14.44.43:604][687]LogWindows: Error: Noesis.dll!0x00000000977E3B92
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-NoesisGui.dll!UNoesisInstance::Draw_RenderThread() [d:\unrealengine\engine\plugins\noesisgui\source\noesisgui\private\noesisinstance.cpp:103]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-NoesisGui.dll!FNoesisSlateElement::DrawRenderThread() [d:\unrealengine\engine\plugins\noesisgui\source\noesisgui\private\noesiswidget.cpp:56]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderingPolicy::DrawElements() [d:\unrealengine\engine\source\runtime\slaterhirenderer\private\slaterhirenderingpolicy.cpp:1124]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\unrealengine\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:749]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-SlateRHIRenderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FSlateRHIRenderer::DrawWindows_Private'::`29'::SlateDrawWindowsCommandName,<lambda_43e86ee7c51f39979e9a39d40b280024> > >::ExecuteTask() [d:\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:650]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:559]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:459]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
[2017.09.22-14.44.43:604][687]LogWindows: Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
[2017.09.22-14.44.43:604][687]LogWindows: Error: KERNEL32.DLL!0x00000000ED4C2774
[2017.09.22-14.44.43:604][687]LogWindows: Error: ntdll.dll!0x00000000EFC10D51
[2017.09.22-14.44.43:604][687]LogWindows: Error: ntdll.dll!0x00000000EFC10D51
 
User avatar
hcpizzi
Site Admin
Posts: 39
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

22 Sep 2017, 18:23

OK, I think I Know what the problem is. Can you replace line 540 in Source/NoesisGui/Private/Render/NoesisRenderDevice.cpp with this:

FMatrix ProjectionMtxValue = Batch.projMtx ? (const FMatrix&)(*Batch.projMtx) : FMatrix::Identity;

Please let me know if that fixes it.

[EDIT] Forget about that, it's most likely not going to be that. Are you using the plugin code from the branch 4.17?
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