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An Unreal Engine game plugin providing additional features available on Microsoft's Mixed Reality devices like the HoloLens 2 when using OpenXR.

License: MIT License

C# 5.43% C 0.03% C++ 94.54%
unreal openxr mixed-reality

microsoft-openxr-unreal's Introduction

Microsoft OpenXR for Unreal Engine

What is the Microsoft OpenXR plugin?

The Microsoft OpenXR plugin is an Unreal Engine game plugin which provides additional features available on Microsoft's Mixed Reality devices like the HoloLens 2 when using OpenXR. OpenXR is an open royalty-free API standard from Khronos that provides engines with native access to a wide range of devices from vendors across the mixed reality spectrum. While Unreal Engine supports OpenXR natively, some additional functionality specific to Microsoft's Mixed Reality platforms is only available through this plugin.

NOTE: The Microsoft OpenXR plugin requires Unreal 4.26.0+.

Feature Summary

Unreal Engine 4.26 with OpenXR provides the following built-in functionality:

  • Eye tracking
  • Hand joint tracking
  • Hand and controller input action mapping

The Microsoft OpenXR plugin provides the following additional functionality:

  • Keyboard input routing
  • Dynamic hand mesh rendering
  • Spatial anchoring
  • Holographic Remoting from the PC
  • Photo/Video (PV) camera access
  • QR code tracking
  • Spatial mapping providing a mesh of the physical world
  • Voice input
  • Azure Spatial Anchors
  • Secondary View Configuration (requires 4.26.2+)

If you're new to Mixed Reality development in Unreal, visit the Unreal development journey in the Microsoft Docs. The Unreal development journey is specifically tailored to walk new developers through the installation, core concepts, and usage of the Microsoft OpenXR plugin.

Using the Microsoft OpenXR plugin

Use the plugin from GitHub source

  1. If you have the MicrosoftOpenXR plugin installed from the Unreal Engine Marketplace, first uninstall that plugin so it will not collide with the source version.

  2. Copy MsftOpenXRGame/Plugins/MicrosoftOpenXR to your game's Plugins directory. Skip this step if using the example MsftOpenXRGame project.

  3. This plugin maintains compatibility with older engine versions, so using the source directly may not work as expected in the latest engine release.
    If you see this message prompt, you must retarget the plugin to match your engine version: The 'MicrosoftOpenXR' plugin was designed for build 4.26.0. Attempt to load it anyway?

    Modify the "EngineVersion" string in Plugins/MicrosoftOpenXR/MicrosoftOpenXR.uplugin to match the engine version you are using. For example, if you are using UE 4.27, change the line to: "EngineVersion": "4.27.0"

  4. Reopen the project and the plugin will load correctly.

Install the plugin from the Unreal Marketplace

  1. Install the Microsoft OpenXR plugin from the Unreal Engine Marketplace to your engine.
  2. Open Unreal Engine, go to Project Settings > Plugins and search for "Microsoft OpenXR". Verify that the plugin has been enabled. You may need to restart the engine for changes to take effect.

    ⚠️ The "Microsoft Windows Mixed Reality" plugin must be disabled in your project for OpenXR to work.

Try the example project

If you want to see how each of the features available in OpenXR can be used, check out the example project (/MsftOpenXRGame) contained in this repository. This project has examples of how to use each of the features listed above, as well as a copy of the Microsoft OpenXR plugin in the MsftOpenXRGame/Plugins directory.

⚠️ This example project embeds the source code for the Microsoft OpenXR plugin which conflicts with the Microsoft OpenXR plugin installed from the Unreal Marketplace. The Microsoft OpenXR plugin from the Unreal Marketplace must be uninstalled before opening the example project. This can be done by clicking the "Installed Plugins" link below the engine in your library.

  1. Clone this repository.
  2. Navigate to the MsftOpenXRGame folder and double-click MsftOpenXRGame.uproject to open the project in Unreal Engine.
  3. See the documention for instructions on how to stream or package and deploy to device

Feedback and contributions

If you have a feature request or run into issues using the plugin, please file an issue.

This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.microsoft.com.

When you submit a pull request, a CLA-bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., label, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.

microsoft-openxr-unreal's People

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microsoft-openxr-unreal's Issues

Some further questions when I using hololens2

I'm building an app with a ton of models , its more like a scene rather than just controlling an object. I want to bind the scene with local Spatial anchors but it seems not possible , because I have too much models and lots of them need to add interaction(can not group them all).
Because those models have real gps info,so I wander whether I could use them by send in user's real-time gps info by socket or somthing, I tried to manually update player controller's location, which works on pc but not work on headset.
Also I tried to switch the level map in order to update objects location by clicking a button. I add start ARSisson and stop ARSission in every map' bp, sometimes they don's show up normally. But if I remove stop ARSission fuction, maps show up and objects location all base on app starting place instead of now user place. I want the map and the scene controll all rebuild and update form user's real-time location by click a button. Is that possible?
Or Is there a better solution ? Pls let me know..

5.0.3 crash in FOpenXRHMD::GetDisplayTime() when starting ARSession/ Stopping Remoting/ Changing Levels

5.0.3 has a regression where a check will assert in FOpenXRHMD::GetDisplayTime()/ OpenXRHMD.cpp line 1582.
Assertion failed: PipelineState.bXrFrameStateUpdated

Workaround 1:
If building Unreal from source, this line can be commented out until a fix is made in the engine:
https://github.com/EpicGames/UnrealEngine/blob/5.0.3-release/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1582

Workaround 2:
If not building from source, the ARSession must be started and stopped in BeginPlay/ EndPlay.
Starting the ARSession must also be made after a short delay, rather than immediately in BeginPlay.

image

Workaround 3:
Downgrade to 5.0.2 or update to 5.1

Crashes under stress [UE5]

Hey all,
I recently made the switch to OpenXR and notice problems under high stress.
With Windows Mixed Reality I could easily display 7000+ Meshes without any big issues, now the app crashes on only seeing a fraction of the them.
Atleast this is my theorie on what is causing my crashes.
Is there some kind of performance cap in OpenXR?

Unreal Engine 5.0.3
Visual Studio 2022, 17.3.1
Hololens 2, 20348.1522
OpenXR 1.1.14

Hololens 2/Unreal Engine 4.27.1 / Video Issue

I'm trying to play a .mp4 file (h.264) via a widget blueprint, which works fine in the editor/via remote streaming. Deployed to the device the widgets stay black and nothing starts playing.
I also tried activating the Hololens Media Player Plugin but then I get an Error Message that reads: "Could not create Media Playback Engine Component."
If i enable the Hololens Media Player Plugin, will unreal use this Plugin automatically or is there any other action i have to do?

Does anybody can give me an advice what to do? Any help would be greatly appreciated.

Thanks in advance!

Handtracking problems with long Sleeves [UE5]

Hello all,
I worked with HoloLens for some time now and noticed Handtracking problem when wearing anything with long sleeves.
Is there some way to improve Handtracking?

Unreal Engine 5.0.3
Visual Studio 2022, 17.3.1
Hololens 2, 20348.1522
OpenXR 1.1.14

Late Stage Reprojection over streaming?

Hi,

I noticed that Planar LSR over streaming is marked as not yet supported in OpenXR 4.26.

After doing a little more research, I see that the HL2 has Depth LSR and Planar LSR (late stage reprojection). I am assuming that Depth LSR is not available over streaming, as only video frames are being sent to the device from the streaming PC.

Is there a timeline for when Planar LSR in streaming will be supported? I seem to be noticing more jittering in holograms with the OpenXR plugin compared to the Windows Mixed Reality plugin.

Plugin version for UE5

Hello! I want to ask about your plugin update for UE5. Is that possible that it will be released soon? Or maybe you have some instructions for compile it for UE5?

Holographic Streaming unable to function after changing map

What is the secret to changing to a different unreal level with Holographic streaming?
Currently there are a few types of behaviors that occur when executing console command "open map"

To reproduce:

  • download the HololensViewer template
  • add a node somewhere in blueprints to execute console command "open arlevel" or use the console (~) and "open arlevel"

Behavior: The preview window will show 6-dof Head Rotation, but the image on the screen is stuck on the last frame.

===================================================
I'm trying to test the Windows Mixed Reality Plugin vs MicrosoftOpenXR Plugin

With Windows Mixed Reality Plugin my application will crash if i execute console command "open MapName" to ln 57 inside WindowsMixedRealityCustomPreset.h ( if (StereoDepthTexture != nullptr) )
How do i maintain holographic streaming on map change?
can i pass -vr -HoloLensRemoting=192.168.1.71 -RemotingBitRate=25000 somwhere in bluerpints?

Failed to load DLL: libogg_64.dll

The app packages without errors (UE5.0.3, VS2019, OpenXR-Marketplace version), but I get crashes on startup with the follow log. Maybe I do something wrong?

Yes, I suspect, that if I install VS2015 with all UWP packages, it'd solve the problem. Or not? Or there is a better way to fix it?

[2022.07.17-20.03.54:975][ 0]LogAudio: Display: Initializing Audio Device Manager...
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: Loading Default Audio Settings Objects...
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: No default SoundConcurrencyObject specified (or failed to load).
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: Registering Engine Module Parameter Interfaces...
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: Audio Device Manager Initialized
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: Creating Audio Device: Id: 1, Scope: Shared, Realtime: True
[2022.07.17-20.03.54:975][ 0]LogAudioMixer: Display: Audio Mixer Platform Settings:
[2022.07.17-20.03.54:975][ 0]LogAudioMixer: Display: Sample Rate: 48000
[2022.07.17-20.03.54:975][ 0]LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024
[2022.07.17-20.03.54:975][ 0]LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024
[2022.07.17-20.03.54:975][ 0]LogAudioMixer: Display: Number of buffers to queue: 2
[2022.07.17-20.03.54:975][ 0]LogAudioMixer: Display: Max Channels (voices): 0
[2022.07.17-20.03.54:975][ 0]LogAudioMixer: Display: Number of Async Source Workers: 0
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: AudioDevice MaxSources: 32
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: Audio Spatialization Plugin: None (built-in).
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: Audio Reverb Plugin: None (built-in).
[2022.07.17-20.03.54:975][ 0]LogAudio: Display: Audio Occlusion Plugin: None (built-in).
[2022.07.17-20.03.55:115][ 0]LogHoloLens: HoloLens GetLastError: The operation completed successfully. (0)
[2022.07.17-20.03.55:115][ 0]LogHoloLens: Error: === Critical error: ===
[2022.07.17-20.03.55:115][ 0]LogHoloLens: Error:
[2022.07.17-20.03.55:115][ 0]LogHoloLens: Error: Assertion failed: LibOggHandle [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\VorbisAudioInfo.cpp] [Line: 797]
[2022.07.17-20.03.55:115][ 0]LogHoloLens: Error: Failed to load DLL ../../../Engine/Binaries/ThirdParty/Ogg/HoloLens/VS2015/arm64/libogg_64.dll

Remoting not working in Standalone or Packaged Game

Using UE 5.0.2

Remoting does not work when playing as standalone from the editor and using these parameters:
image

Also tested using this method:
image
Didn't work.

The Hololens would display "Receiving..." but never shows any image and in the logs if scene understanding is turned on, it prints this:
LogHMD: Warning: Attempting to use scene understanding in a runtime that does not support plane finding. Use spatial mapping instead.

Any ideas? Thanks!

UE5: APP quits when starting screen recording/screenshot.

Hi there

I found some problem when I'm trying to record my app from recording button in the headset menu/live-preview from PC. I figured out uap6 and XML were not the reason(which is said not supported here).
I tested different versions and found it seems to be a conflict in PV camera usage(looks like when I record the content, it automatically shuts down my XR camera in my project. Does it only allow one process running at the same time?). 

Also here are settings I used for my project:

  1. the live preview from PC and headset recording works well with other apps.
  2. Only "Hologram" and "Render from Camera" can be live-previewed from PC(without XR blending), app still pause and
    quits when enable PV camera sharing.
  3. Camera is toggled on in AR capture, XR camera is enabled and resized 1920*1080. PV Camera texture works fine in game.
  4. appx, appxbundle and certificate are fully installed.

It's really important to my project, some experience and usage need to be recorded for analysis. If there is a solution, would be perfect. Thank you so much!
image
image
image

5.1.0 Preview 1

Is there any way to use this plugin yet?
When switching a project to use Preview 1 with the MicrosoftOpenXR Plugin in-use, I'm unable to and thrown off by the following messages.

N:\...\Plugins\MicrosoftOpenXR\Source\NuGetModule\NuGetModule.Build.cs(67,26): error CS7036: There is no argument given that corresponds to the required formal parameter 'Logger' of 'Utils.RunLocalProcessAndPrintfOutput(ProcessStartInfo, ILogger)'
N:\...\Plugins\MicrosoftOpenXR\Source\NuGetModule\NuGetModule.Build.cs(218,26): error CS7036: There is no argument given that corresponds to the required formal parameter 'Logger' of 'Utils.RunLocalProcessAndPrintfOutput(ProcessStartInfo, ILogger)'

Deploying UE HoloLens projects leaves temporary files that cannot be deleted

I am unsure whether this issue is related to UE or to the toolkit for UE or to Windows Holographic itself, so I will open an issue for UE on this as well: The problem is basically described at https://docs.microsoft.com/en-us/answers/questions/732279/unable-to-delete-hololens-2-temporary-files-after.html and summarised as

Deploying UE OpenXR projects from the UE editor using the device manager causes either the toolkit or the engine or Windows itself to produce temprary files on the HoloLens, which are never deleted. Moreover, the files are somehow locked (even after a reboot) wherefore they cannot be deleted by the disk cleanup in the settings app (reports that some files remain). After deploying an app sufficiently often for debugging, the disk is full and the only solution is to factory reset the HoloLens.

UMicrosoftOpenXRFunctionLibrary::GetPVCameraToWorldTransform always returns identity

I try to port an ArUco detector from plain D3D/C++ to Unreal. In order to transform the camera-space coordinates to world space, I call UMicrosoftOpenXRFunctionLibrary::GetPVCameraToWorldTransform. My understanding is that I can call this method at any time while the game is running. However, regardless of whether I call it from a Blueprint or from C++, the result is always an identity transform, i.e. it seems the camera is not tracked.

As I assume the platform is PLATFORM_HOLOLENS when building for HoloLens in UE, I would expect that

FTransform UMicrosoftOpenXRFunctionLibrary::GetPVCameraToWorldTransform()
{
#if PLATFORM_WINDOWS || PLATFORM_HOLOLENS
	return MicrosoftOpenXR::g_MicrosoftOpenXRModule->LocatableCamPlugin.GetCameraTransform();
#else
	return FTransform::Identity;
#endif
}

calls the plugin, which returns the cached PVCameraToWorldMatrix, which is updated in UpdateDeviceLocations:

		PVCameraToWorldMatrix = FTransform::Identity;

		if (Space != XR_NULL_HANDLE)
		{
			XrSpaceLocation SpaceLocation{ XR_TYPE_SPACE_LOCATION };
			XR_ENSURE_MSFT(xrLocateSpace(Space, TrackingSpace, DisplayTime, &SpaceLocation));
			const XrSpaceLocationFlags ValidFlags = XR_SPACE_LOCATION_ORIENTATION_VALID_BIT | XR_SPACE_LOCATION_POSITION_VALID_BIT;
			if ((SpaceLocation.locationFlags & ValidFlags) == ValidFlags)
			{
				PVCameraToWorldMatrix = ToFTransform(SpaceLocation.pose, XRTrackingSystem->GetWorldToMetersScale()) * XRTrackingSystem->GetTrackingToWorldTransform();
			}
		}

As I did not manage to start any UE HoloLens project from Visual Studio, I am unable to tell whether the problem is that Space is invalid or that the location flags are not as expected.

Is there anything special that needs to be turned on for this to work?

HTTP Request Failure

Hello,

We are trying to download a file from our server (Binary) on HoloLens Native Builds):

  1. HEAD request does not trigger a Response (Works for Windows, Android and IOS, so assuming not an issue with server)
  2. GET request fails in CreateRequest (in HttpIXML), (called from UE4 ProcessRequest)
    The GET Request Works for JSon Objects (we are not providing any content-type in header info for GET)

Using Unreal 4.27.2 Built from Source.

Any suggestions to resolve this?

Best Regards

GetPVCameraToWorldTransform always returns identity since V1.1.10

Hello,
I am launching the application MsftOpenXRGame V1.1.14 on my HoloLens 2 with UnrealEngine 4.27.2 and GetPVCameraToWorldTransform always returns identity.
I tried many versions of the plugin (V1.1.8 to V1.1.14). Only 2 allow me to get a valid transform, V1.1.8 and V1.1.9.
For the versions greater than 1.1.9, I was able to debug them by attaching visual studio to the HoloLens application, and I realized that SpaceLocation.locationFlags is always equal to 0.

if (Space != XR_NULL_HANDLE)
{
	XrSpaceLocation SpaceLocation{ XR_TYPE_SPACE_LOCATION };
	XR_ENSURE_MSFT(xrLocateSpace(Space, TrackingSpace, DisplayTime, &SpaceLocation));
	const XrSpaceLocationFlags ValidFlags = XR_SPACE_LOCATION_ORIENTATION_VALID_BIT | XR_SPACE_LOCATION_POSITION_VALID_BIT;
	if ((SpaceLocation.locationFlags & ValidFlags) == ValidFlags)
	{
		PVCameraToWorldMatrix = ToFTransform(SpaceLocation.pose, XRTrackingSystem->GetWorldToMetersScale()) * XRTrackingSystem->GetTrackingToWorldTransform();
	}
}

Do you have any ideas on how it can be resolved ? Thanks.

Missing modules while opening UE 4.27.2 project

Hello,
After deleteing the OpenXR plugin (official plugin from UE Market place) from UE 4.27.2, I created a "Plugin" folder in my project directory and copied the "Plugins" folder from MsftOpenXRGame/Plugins/MicrosoftOpenXR to my project "Plugin" directory. However, after opening the project, I get the following error message:
image
If I try to rebuild the modules I get the following error:
image
Am I doing something wrong here? Is there a solution for my problem?
Thank you for your help.

P. S. TestUnit is the name of my project and I currently am using Visual Studio 2019 along with UE 4.27.2

Can't get Tracking State [UE5]

Hello,
as you can see from this issue I have made the switch to OpenXR. After some testing around, I notice that the tracking state of my QR-Code is allways set to "Tracking" even if it's not visible.

Unreal Engine 5.0.3
Visual Studio 2022, 17.3.1
Hololens 2, 20348.1522
OpenXR 1.1.14

Failed to find VCLibs.arm64.14.00

Hey,
I'm currently trying out the HoloLens 2 and started to build up a small test in Unreal Engine.
I got some errors while packaging I quickly fixed, though I'm stuck on this one.
Thanks for your guys help.

UATHelper: Packaging (HoloLens): Failed to copy C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.VCLibs\14.0\Appx\Retail\arm64\Microsoft.VCLibs.arm64.14.00.appx to C:\Sework\HoloLens\Saved\StagedBuilds\HoloLens\Microsoft.VCLibs.arm64.14.00.appx, deleting, waiting 10s and retrying.
UATHelper: Packaging (HoloLens): Skip copying file C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.VCLibs\14.0\Appx\Retail\arm64\Microsoft.VCLibs.arm64.14.00.appx because it doesn't exist.

Data Member Initialization Order Warning in SecondaryViewConfiguration.h

The CI for Graphics Tools (which includes this plugin) treats warnings as errors and pointed out this minor compilation warning:

GraphicsToolsProject\Plugins\MicrosoftOpenXR\Source\MicrosoftOpenXR\Private\SecondaryViewConfiguration.h(14,1): error C5038: data member 'MicrosoftOpenXR::FSecondaryViewConfigurationPlugin::SingleProjectionLayer::EnvBlendMode' will be initialized after data member 'MicrosoftOpenXR::FSecondaryViewConfigurationPlugin::SingleProjectionLayer::Space'

found problem while packaging this project with unreal marketplace's openxr plugin

Hello there, I'm trying to building a hololens 2 app with this plugin in order to try out QR tracking function, but met problem while package project for hololens. I tried to install lasted winrt nuget in vs2019 , but problem still. I'm new to C++ programming and hope you can help me solve this problem. Thx~~!

console logs here:

UATHelper: Packaging (HoloLens): Setting up ProjectParams for F:\ue4\workspace\MsftOpenXRGame\MsftOpenXRGame.uproject
UATHelper: Packaging (HoloLens): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (HoloLens): Running: F:\ue4\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe MsftOpenXRGame HoloLens Development -Project=F:\ue4\workspace\MsftOpenXRGame\MsftOpenXRGame.uproject F:\ue4\workspace\MsftOpenXRGame\MsftOpenXRGame.uproject -NoUBTMakefiles -remoteini="F:\ue4\workspace\MsftOpenXRGame" -Architecture=arm64 -Manifest=F:\ue4\wor
kspace\MsftOpenXRGame\Intermediate\Build\Manifest.xml -NoHotReload -log="C:\Users\Hawk\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+ue4+UE_4.26\UBT-MsftOpenXRGame-HoloLens-Development.txt"
UATHelper: Packaging (HoloLens): Using ARM64 architecture for deploying to HoloLens device
UATHelper: Packaging (HoloLens): Building using Windows SDK version 10.0.19041.0 for HoloLens
UATHelper: Packaging (HoloLens): Your Windows SDK version (10.0.19041.0) for HoloLens is newer than the highest tested with this version of UBT (10.0.18362.2147483647). This is probably fine, but if you encounter issues consider using an earlier SDK.
LogSlate: Took 0.000250 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
LogSlate: Took 0.001146 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansFallback.ttf' (3848K)
UATHelper: Packaging (HoloLens): Writing manifest to F:\ue4\workspace\MsftOpenXRGame\Intermediate\Build\Manifest.xml
UATHelper: Packaging (HoloLens): Building MsftOpenXRGame...
UATHelper: Packaging (HoloLens): Building 2 actions with 12 processes...
UATHelper: Packaging (HoloLens): [1/2] MsftOpenXRGamearm64.exe
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(AzureSpatialAnchors.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(MixedRealityInterop.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(CameraImageCapture.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(SpatialAnchorHelper.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(HandMeshObserver.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(MeshObserver.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(SceneUnderstandingObserver.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(QRCodeObserver.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): Creating library F:\ue4\workspace\MsftOpenXRGame\Binaries\HoloLens\MsftOpenXRGamearm64.lib and object F:\ue4\workspace\MsftOpenXRGame\Binaries\HoloLens\MsftOpenXRGamearm64.exp
UATHelper: Packaging (HoloLens): F:\ue4\workspace\MsftOpenXRGame\Binaries\HoloLens\MsftOpenXRGamearm64.exe : fatal error LNK1319: 8 mismatches detected
UATHelper: Packaging (HoloLens): Took 18.1333085s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (HoloLens): UnrealBuildTool failed. See log for more details. (C:\Users\Hawk\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+ue4+UE_4.26\UBT-MsftOpenXRGame-HoloLens-Development.txt)
UATHelper: Packaging (HoloLens): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (HoloLens): BUILD FAILED

Get microphone input when Holographic Remoting Overview

Hello,
When writing holographic remote applications using Unreal Engine. We can now use the voice input function of the Hololens 2. We can also stream sound from the PC to the device. But we can't get the microphone signal directly like a Bluetooth headset. We want to be able to recognize some voice messages through AI. This means that sometimes the voice message does not match the pre-programmed voice input.So, can we stream the microphone signal to the PC during holographic remote playback? Or, can the Hololens2 be connected to a PC as a Bluetooth audio input?

Delete ActionMapping

Hello where can I delete the auto-generation of these action mappings: UxtLeftGrab, UxtLeftSelect, UxtRightSelect, UxtRightGrab.

Spatial mapping/Scene Understanding cannot generate collision for Mesh Data

image

As shown in #68 enabling that option results in a crash with this call stack:

Assertion failed: CurrentCookHelper == nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp] [Line: 619]

UnrealEditor_Engine!UBodySetup::CreatePhysicsMeshesAsync() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp:619]
UnrealEditor_MRMesh!UMRMeshComponent::SendBrickData_Internal() [D:\build\++UE5\Sync\Engine\Source\Runtime\MRMesh\Private\MRMeshComponent.cpp:768]
UnrealEditor_MRMesh!UMRMeshComponent::UpdateMesh() [D:\build\++UE5\Sync\Engine\Source\Runtime\MRMesh\Private\MRMeshComponent.cpp:1101]
UnrealEditor_AugmentedReality!UARPlaneComponent::UpdateVisualization_Implementation() [D:\build\++UE5\Sync\Engine\Source\Runtime\AugmentedReality\Private\ARComponent.cpp:418]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_AugmentedReality!UARPlaneComponent::OnRep_Payload() [D:\build\++UE5\Sync\Engine\Source\Runtime\AugmentedReality\Private\ARComponent.cpp:175]
UnrealEditor_AugmentedReality!UARPlaneComponent::execServerUpdatePayload() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\AugmentedReality\ARComponent.gen.cpp:1606]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_AugmentedReality!UARPlaneComponent::ServerUpdatePayload() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\AugmentedReality\ARComponent.gen.cpp:1651]
UnrealEditor_AugmentedReality!UARPlaneComponent::Update() [D:\build\++UE5\Sync\Engine\Source\Runtime\AugmentedReality\Private\ARComponent.cpp:175]
UnrealEditor_OpenXRAR!FOpenXRARSystem::OnObjectUpdated_GameThread() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRAR\Private\OpenXRAR.cpp:744]
UnrealEditor_OpenXRAR!TBaseSPMethodDelegateInstance<0,FOpenXRARSystem,1,void __cdecl(void),FDefaultDelegateUserPolicy,TSharedPtr<FOpenXRARTrackedGeometryData,1> >::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
UnrealEditor_OpenXRAR!TGraphTask<FSimpleDelegateGraphTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2169]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:550]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1531]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

This option is needed because UE needs collision in order to generate navmesh data.
Is it possible to fix this? Thanks!

Info:
Remoting
UE 5.0.3
Microsoft OpenXR Plugin v1.1.14

OpenXR initialization errors

I'm trying to switch from WMR plugin to Microsoft OpenXR. Tried this version and UE Marketplace version in both 4.26.2 and 4.27.1. Always get the same warnings and, of course, features don't work. In particular, FHolographicRemotingPlugin isn't loaded and I can't use Remoting Connect.

Do I miss something in setup? I disabled all other VR and AR plugins in UE4 except Hololens, bult-in OpenXR's and Microsoft OpenXR.

LogHMD: Optional extension XR_KHR_opengl_enable is not available
LogHMD: Optional extension XR_KHR_vulkan_enable is not available
LogHMD: Optional extension XR_VARJO_quad_views is not available
LogHMD: Warning: Required extension XR_MSFT_holographic_remoting is not available
LogHMD: Could not enable all required OpenXR extensions for OpenXRExtensionPlugin on current system. This plugin will be loaded but ignored, but will be enabled on a target platform that supports the required extension.
LogHMD: Warning: Required extension XR_MSFT_scene_understanding is not available
LogHMD: Could not enable all required OpenXR extensions for OpenXRExtensionPlugin on current system. This plugin will be loaded but ignored, but will be enabled on a target platform that supports the required extension.
LogHMD: Warning: Required extension XR_MSFT_scene_understanding is not available
LogHMD: Could not enable all required OpenXR extensions for OpenXRExtensionPlugin on current system. This plugin will be loaded but ignored, but will be enabled on a target platform that supports the required extension.
LogHMD: Optional extension XR_MSFT_holographic_remoting_speech is not available
LogHMD: Warning: Required extension XR_MSFT_secondary_view_configuration is not available
LogHMD: Could not enable all required OpenXR extensions for OpenXRExtensionPlugin on current system. This plugin will be loaded but ignored, but will be enabled on a target platform that supports the required extension.
LogHMD: Failed to get an OpenXR system, result is XR_ERROR_FORM_FACTOR_UNAVAILABLE. Please check that your runtime supports VR headsets.

Crash on "Start AR Session"

Assertion failed: PipelineState.bXrFrameStateUpdated [File:D:\build++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp] [Line: 1582]

QR Detection

Hello

We are not getting callback OnAddTrackedGeomety on Starting a new AR Session if the QR is already detected.
We get callaback for OnUpdaterTrackedGeomety, However two values of QR ae received alternately (One is the correct QR location the other is 0,0,0 (in tracker ref frame, or the location where the Hololens was when the session started.

Using Unreal 4.27.2 Built from Source.

Kindly suggest mechanism (for now hardcoding to ignore the QR value of 0,0,0.

Compile AzureSpatialAnchorForOpenXR failed for win64

Hello,
I try to make an interface that works on both HoloLens2 and win64. (I use two level for this)
But when I try to compile for win64, the following errors are raised :

"C:\Users\esoria\Documents\hellounreal\Plugins\MicrosoftOpenXR\Intermediate\Microsoft.Windows.CppWinRT.2.0.201217.4\NuGetModule\winrt/impl/Windows.Perception.Spatial.2.h(7): fatal error C1083: Impossible d'ouvrir le fichier include�: winrt/impl/Windows.Foundation.Numerics.2.h'�: No such file or directory"
"C:\Users\esoria\Documents\hellounreal\Plugins\MicrosoftOpenXR\Intermediate\Microsoft.Windows.CppWinRT.2.0.201217.4\NuGetModule\winrt/Windows.Perception.Spatial.h(11): fatal error C1083: Impossible d'ouvrir le fichier include�: 'winrt/impl/Windows.Foundation.Numerics.2.h'�: No such file or directory"
"C:\Users\esoria\Documents\hellounreal\Plugins\MicrosoftOpenXR\Intermediate\Microsoft.Windows.CppWinRT.2.0.201217.4\NuGetModule\winrt/Windows.Perception.Spatial.h(11): fatal error C1083: Impossible d'ouvrir le fichier include�: 'winrt/impl/Windows.Foundation.Numerics.2.h'�: No such file or directory"
"C:\Users\esoria\Documents\hellounreal\Plugins\MicrosoftOpenXR\Source\MicrosoftOpenXR\Private\AzureObjectAnchorsPlugin.h(12): fatal error C1083: Impossible d'ouvrir le fichier include�: 'winrt/Windows.Perception.Spatial.Preview.h'�: No such file or directory"
"C:\Users\esoria\Documents\hellounreal\Plugins\MicrosoftOpenXR\Source\MicrosoftOpenXR\Private\AzureObjectAnchorsPlugin.h(12): fatal error C1083: Impossible d'ouvrir le fichier include�: 'winrt/Windows.Perception.Spatial.Preview.h'�: No such file or directory"

I didn't find anything about those errors... So two questions :

  • Is it possible to build Microsoft OpenXR for win64 ?
  • If the answer is yes, have you some clues to fix this ?

Thanks !

Remoting issue (I think)

When I am remoting I get this error from time to time, it doesn't crash the editor, but it makes debugging code a pain because it keeps hitting a breakpoint.

LogOutputDevice: Error: Ensure condition failed: CurrentGCObject->GetReferencerName() != FGCObject::UnknownGCObjectName [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Misc\GCObjectReferencer.cpp] [Line: 166] 
Please make sure all FGCObject derived classes have a unique name by overriding FGCObject::GetReferencerName() function. FGCObject::GetReferencerName() will become pure virtual in the next engine release. See callstack for details.

image
image

Thanks!

Unable to build for HL2 with blueprint Nativization enabled

Steps to reproduce:

  1. Download the repo at e7a21e8 and open it with UE4 4.27.1
  2. Set the Blueprint Nativization Method in Packaging settings to "Inclusive"
    image
  3. Build the project and get these errors
    image
MicrosoftOpenXR/Public/MicrosoftOpenXR.h(105): error C2039: 'IUnknown': is not a member of '`global namespace''
MicrosoftOpenXR/Public/MicrosoftOpenXR.h(105): error C2061: syntax error: identifier 'IUnknown'

Blueprint Nativization drastically improves performance for Blueprint projects, so it would be really great if this can be fixed.

Problem building to HoloLens, getting: Missing precompiled manifest for 'NuGetModule' error.

When I try to build to HoloLens I get a NuGetModule missing error. I followed this guide to setup a HoloLens project and build.

I have disabled Microsoft Windows Mixed Reality and enabled the Microsoft OpenXR.

Here is the full error:

UATHelper: Packaging (HoloLens): ERROR: Missing precompiled manifest for 'NuGetModule'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in NuGetModule.build.cs to override.
UATHelper: Packaging (HoloLens): Took 5.863441s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (HoloLens): UnrealBuildTool failed. See log for more details. (C:\Users\martin.helvig\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.27\UBT-HoloLensTestUe4-HoloLens-Development.txt)
UATHelper: Packaging (HoloLens): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (HoloLens): BUILD FAILED
PackagingResults: Error: Missing precompiled manifest for 'NuGetModule'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in NuGetModule.build.cs to override.
PackagingResults: Error: Unknown Error

openxr project cannot open in unreal4.27

I also cannot open the project in unreal 4.27. it said that Microsoft openxr is for 26, although I install it from epic on both versions26 and 27. even if I accept this and run it on 4.27version. with that version, I cannot run the project and I get lots of errors. here is a sample of the image you can see
2021-11-17 18_43_46-MsftOpenXRGame - Unreal Editor

ACTION REQUIRED: Microsoft needs this private repository to complete compliance info

There are open compliance tasks that need to be reviewed for your MixedReality-Unreal-PlatformExtensions repo.

Action required: 4 compliance tasks

To bring this repository to the standard required for 2021, we require administrators of this and all Microsoft GitHub repositories to complete a small set of tasks within the next 60 days. This is critical work to ensure the compliance and security of your microsoft GitHub organization.

Please take a few minutes to complete the tasks at: https://repos.opensource.microsoft.com/orgs/microsoft/repos/MixedReality-Unreal-PlatformExtensions/compliance

  • The GitHub AE (GitHub inside Microsoft) migration survey has not been completed for this private repository
  • No Service Tree mapping has been set for this repo. If this team does not use Service Tree, they can also opt-out of providing Service Tree data in the Compliance tab.
  • No repository maintainers are set. The Open Source Maintainers are the decision-makers and actionable owners of the repository, irrespective of administrator permission grants on GitHub.
  • Classification of the repository as production/non-production is missing in the Compliance tab.

You can close this work item once you have completed the compliance tasks, or it will automatically close within a day of taking action.

If you no longer need this repository, it might be quickest to delete the repo, too.

GitHub inside Microsoft program information

More information about GitHub inside Microsoft and the new GitHub AE product can be found at https://aka.ms/gim or by contacting [email protected]

FYI: current admins at Microsoft include @brycehutchings, @fieldsJacksonG, @wiwei, @sw5813, @AndreyChistyakov

Scene Understanding

Are there any plans to implement the HoloLens 2's Scene Understanding in UE4?
Or is there a way to do this in the engine already?

Thanks.

PV CamCapture Displaying Blank Texture

When running the project, there is an issue where the CamCapture blueprint that is supposed to render the PV stream changes to a blank white texture rather than displaying the frames of the camera. The QR code reader works fine and the camera permissions are given to the app.

Unreal Engine version 4.26
OpenXR version 1.1.3

image

UE Holographic Remote Player 4.27.1 crash on play

Unreal Crashes for me when i try to test this using Holographic Remoting Player v2.7.0.0

`Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000

UE4Editor_MicrosoftOpenXR!<lambda_86501507cb4c70d10f6712c282fd2bdc>::operator()<winrt::Windows::Foundation::IAsyncOperation<winrt::Windows::Foundation::Collections::IVectorViewwinrt::Windows::Media::Capture::Frames::MediaFrameSourceGroup > const &,enum win() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MicrosoftOpenXR\Source\MicrosoftOpenXR\Private\LocatableCamPlugin.cpp:175]
UE4Editor_MicrosoftOpenXR!winrt::impl::delegate<winrt::Windows::Foundation::AsyncOperationCompletedHandler<winrt::Windows::Foundation::Collections::IVectorViewwinrt::Windows::Media::Capture::Frames::MediaFrameSourceGroup >,<lambda_86501507cb4c70d10f6712c28() [D:\build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MicrosoftOpenXR\Intermediate\Microsoft.Windows.CppWinRT.2.0.201217.4\NuGetModule\winrt\Windows.Foundation.h:838]`

Holographic Remote Player v2.7.3.0. Disconnect : Transport connection was closed due to the requested video format not being available

Holographic Remote Player v2.7.3.0.
Error message appears on the hololen when trying to connect from UE 4 editor.
Disconnect : Transport connection was closed due to the requested video format not being available

Editor:
Unreal Engine 4.27 (Have also tried unity, and UE 4.26 and UE 5).
With Microsoft OpenXR plugin and Tool kits. Version 1.1.8.

Computer: HP ProBook 450 G8 Laptop
NVIDIA GeForce MX450, i7 11th Gen.
NVIDIA Driver 472.42

HEVC Extensions installed on both, Laptop and Hololens 2. Systems rebooted. Then Holographic remoting app reinstalled oh hololens after adding extensions.

UE 4 - Connect settings
2022-02-08 10_51_47-Project_Unreal_Hololens

Error on Hololens 2 when trying to connect
20220204_221626_HoloLens

HEVC Extension installed on Windows 10 21H2.
PowerShell_GetAppx

See microsoft/MixedRealityToolkit-Unity#8214 for additional information.

UE5.0.3 crashes when PIE and remoting is enabled in project settings.

Assertion failed: PipelineState.bXrFrameStateUpdated [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp] [Line: 1582]

UnrealEditor_OpenXRHMD!FOpenXRHMD::GetDisplayTime() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp:1582]
UnrealEditor_OpenXRAR!FOpenXRARSystem::OnStartARGameFrame() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRAR\Private\OpenXRAR.cpp:971]
UnrealEditor_OpenXRHMD!FOpenXRHMD::OnStartGameFrame() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp:2202]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1345]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

If I disable remoting here:
image

It won't crash in PIE but when using the remoting command line parameter (In standalone) it still crashes with the above error.

UE5: MixedRealityInteropHoloLens.lib - C++/WinRT version issue

Hello there, my UE5 C++ project can't build with the new microsoft openxr plugin.

It seems to be a "MixedRealityInteropHoloLens.lib" issue. It's so hard to find related answer on internet, the only one I found said it's a mixed reality plugin issue. But I don't use the old Mixed Reality because it was deprecated.

UATHelper: Packaging (HoloLens): Building 2 actions with 2 processes...
UATHelper: Packaging (HoloLens): [1/2] Link HTest5Carm64.exe
UATHelper: Packaging (HoloLens): MixedRealityInteropHoloLens.lib(SpatialAudioClientInterop.obj) : error LNK2038: mismatch detected for 'C++/WinRT version': value '2.0.201113.7' doesn't match value '2.0.201217.4' in PCH.MicrosoftOpenXR.h.obj
UATHelper: Packaging (HoloLens): Creating library C:\Users\Yufan\OneDrive\Projects\Unreal\HTest5C\Binaries\HoloLens\HTest5Carm64.lib and object C:\Users\Yufan\OneDrive\Projects\Unreal\HTest5C\Binaries\HoloLens\HTest5Carm64.exp
UATHelper: Packaging (HoloLens): C:\Users\Yufan\OneDrive\Projects\Unreal\HTest5C\Binaries\HoloLens\HTest5Carm64.exe : fatal error LNK1319: 1 mismatches detected
UATHelper: Packaging (HoloLens): Took 9.9677594s to run UnrealBuildTool.exe, ExitCode=6

FYI in my project settings:
MicrosoftSpatialSound is enabled.
OpenXR related are enabled.

Thanks for updating the support for UE5!

Crashed when clicking "Connect" in Project Settings

UE 5.0.3

[2022.09.13-03.07.05:499][ 96]LogHMD: HolographicRemotingPlugin::SetRemotingStatusText: Connecting...
[2022.09.13-03.07.05:499][ 96]LogOutputDevice: Warning:

Script Stack (0 frames):

[2022.09.13-03.07.05:602][ 96]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.102 s
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: === Handled ensure: ===
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error:
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: Ensure condition failed: ((Result) >= 0) [File:D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MicrosoftOpenXR\Source\MicrosoftOpenXR\Private\HolographicRemotingPlugin.cpp] [Line: 187]
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: OpenXR call failed with result: -12
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: Stack:
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffd870ec0c9 UnrealEditor-MicrosoftOpenXR.dll!MicrosoftOpenXR::FHolographicRemotingPlugin::ConnectToRemoteDevice() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MicrosoftOpenXR\Source\MicrosoftOpenXR\Private\HolographicRemotingPlugin.cpp:186]
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffd870ec93e UnrealEditor-MicrosoftOpenXR.dll!TBaseSPMethodDelegateInstance<0,MicrosoftOpenXR::FHolographicRemotingPlugin,1,void __cdecl(MicrosoftOpenXR::RemotingConnectionData),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\RocketSync\5.0.0-19505902+++UE5+Release-5.0\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffd6cbc633a UnrealEditor-MicrosoftOpenXREditor.dll!FMicrosoftOpenXRDetails::OnConnectButtonClicked() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MicrosoftOpenXR\Source\MicrosoftOpenXREditor\Private\MicrosoftOpenXRDetails.cpp:61]
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffd6cbc5901 UnrealEditor-MicrosoftOpenXREditor.dll!TBaseRawMethodDelegateInstance<0,FMicrosoftOpenXRDetails,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\RocketSync\5.0.0-19505902+++UE5+Release-5.0\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:453]
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe199fba3b UnrealEditor-Slate.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe19a22df6 UnrealEditor-Slate.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe197c4034 UnrealEditor-Slate.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe197a6fc6 UnrealEditor-Slate.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe198202ee UnrealEditor-Slate.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe198091b1 UnrealEditor-Slate.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe197fd5dc UnrealEditor-Slate.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe213fa92e UnrealEditor-ApplicationCore.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe213e9247 UnrealEditor-ApplicationCore.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe213fce51 UnrealEditor-ApplicationCore.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe213e49a7 UnrealEditor-ApplicationCore.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe4ba9e858 USER32.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe4ba9e4ee USER32.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffd6bf27e59 InkObj.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe35571028 atlthunk.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe4ba9e858 USER32.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe4ba9e299 USER32.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe213fe148 UnrealEditor-ApplicationCore.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ff7b7ef7114 UnrealEditor.exe!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ff7b7f10d9c UnrealEditor.exe!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ff7b7f10e8a UnrealEditor.exe!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ff7b7f13c4d UnrealEditor.exe!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ff7b7f25564 UnrealEditor.exe!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ff7b7f28736 UnrealEditor.exe!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe49fe7034 KERNEL32.DLL!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error: [Callstack] 0x00007ffe4bcc2651 ntdll.dll!UnknownFunction []
[2022.09.13-03.07.05:602][ 96]LogOutputDevice: Error:
[2022.09.13-03.07.05:603][ 96]LogStats: SubmitErrorReport - 0.000 s
[2022.09.13-03.07.06:494][ 96]LogStats: SendNewReport - 0.891 s
[2022.09.13-03.07.06:494][ 96]LogStats: FDebug::EnsureFailed - 0.995 s

Dictation voice input

Hey! I'm trying to using this plugin to add voice input as dictation into game. I don't understand, how to send recognized phrase into my character. Can you help me?

Microsoft Holographic AppRemoting Runtime runtime version 2.8.1

I'm trying to switch a UE 5.0.3 Project over from using Windows Mixed Reality to the MicrosoftOpenXR Plugin and use holographic remoting. Currently, I'm able to use holographic remoting in the editor to test my project but when i package for windows development and run the application will crash.

arnocMain.exe SampleLevel -game "-HoloLensRemoting=192.168.1.71" -log

I Have OpenXR Tools for Windows Mixed Reality
Windows Mixed Reality Runtime version 111.2206.16002

[2022.08.18-05.13.12:783][  0]LogUObjectHash: Warning: Ambiguous search, could be Class /Script/OnlineSubsystemUtils.OnlineEngineInterfaceImpl or Class /Script/OnlineSubsystemUtils.OnlineEngineInterfaceImpl
[2022.08.18-05.13.12:783][  0]LogEngine: Initializing Engine...
[2022.08.18-05.13.12:783][  0]LogVaRest: UVaRestSubsystem::Initialize(24): VaRest subsystem initialized
[2022.08.18-05.13.12:784][  0]LogAOA: Warning: Current OpenXR runtime does not support Azure Object Anchors.  Requires XR_MSFT_SPATIAL_GRAPH_BRIDGE version 2.
[2022.08.18-05.13.13:390][  0]LogStats: UGameplayTagsManager::InitializeManager -  0.000 s
[2022.08.18-05.13.13:397][  0]LogInit: Initializing FReadOnlyCVARCache
[2022.08.18-05.13.13:397][  0]LogAudio: Display: Initializing Audio Device Manager...
[2022.08.18-05.13.13:398][  0]LogAudio: Display: Loading Default Audio Settings Objects...
[2022.08.18-05.13.13:398][  0]LogAudio: Display: No default SoundConcurrencyObject specified (or failed to load).
[2022.08.18-05.13.13:398][  0]LogAudio: Display: Registering Engine Module Parameter Interfaces...
[2022.08.18-05.13.13:399][  0]LogAudio: Display: Audio Device Manager Initialized
[2022.08.18-05.13.13:399][  0]LogAudio: Display: Creating Audio Device:                 Id: 1, Scope: Shared, Realtime: True
[2022.08.18-05.13.13:399][  0]LogAudioMixer: Display: Audio Mixer Platform Settings:
[2022.08.18-05.13.13:399][  0]LogAudioMixer: Display: 	Sample Rate:						  48000
[2022.08.18-05.13.13:400][  0]LogAudioMixer: Display: 	Callback Buffer Frame Size Requested: 256
[2022.08.18-05.13.13:400][  0]LogAudioMixer: Display: 	Callback Buffer Frame Size To Use:	  256
[2022.08.18-05.13.13:401][  0]LogAudioMixer: Display: 	Number of buffers to queue:			  7
[2022.08.18-05.13.13:402][  0]LogAudioMixer: Display: 	Max Channels (voices):				  0
[2022.08.18-05.13.13:402][  0]LogAudioMixer: Display: 	Number of Async Source Workers:		  0
[2022.08.18-05.13.13:403][  0]LogAudio: Display: AudioDevice MaxSources: 32
[2022.08.18-05.13.13:403][  0]LogAudio: Display: Audio Spatialization Plugin: None (built-in).
[2022.08.18-05.13.13:403][  0]LogAudio: Display: Audio Reverb Plugin: None (built-in).
[2022.08.18-05.13.13:404][  0]LogAudio: Display: Audio Occlusion Plugin: None (built-in).
[2022.08.18-05.13.13:406][  0]LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
[2022.08.18-05.13.13:406][  0]LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2'
[2022.08.18-05.13.13:432][  0]LogAudioMixer: Display: Using Audio Hardware Device Speakers (Realtek(R) Audio)
[2022.08.18-05.13.13:432][  0]LogAudioMixer: Display: Initializing Sound Submixes...
[2022.08.18-05.13.13:433][  0]LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault'
[2022.08.18-05.13.13:433][  0]LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault'
[2022.08.18-05.13.13:434][  0]LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=1
[2022.08.18-05.13.13:434][  0]LogAudioMixer: Display: Output buffers initialized: Frames=256, Channels=2, Samples=512, InstanceID=1
[2022.08.18-05.13.13:435][  0]LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=1
[2022.08.18-05.13.13:435][  0]LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time. InstanceID=1
[2022.08.18-05.13.13:435][  0]LogInit: FAudioDevice initialized.
[2022.08.18-05.13.13:436][  0]LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use.
[2022.08.18-05.13.13:436][  0]LogInit: Texture streaming: Enabled
[2022.08.18-05.13.13:436][  0]LogCsvProfiler: Display: Metadata set : largeworldcoordinates="1"
[2022.08.18-05.13.13:451][  0]LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
[2022.08.18-05.13.13:451][  0]LogAudio: Display: Audio Device (ID: 1) registered with world 'Untitled'.
[2022.08.18-05.13.13:452][  0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2022.08.18-05.13.13:454][  0]LogInit: Display: Game Engine Initialized.
[2022.08.18-05.13.13:454][  0]LogCUDA: Display: Initialising CUDA API...
[2022.08.18-05.13.13:463][  0]LogCUDA: Display: CUDA API initialised successfully.
[2022.08.18-05.13.13:463][  0]LogCUDA: Display: Found 1 CUDA capable devices.
[2022.08.18-05.13.13:463][  0]LogCUDA: Display: Found device 0 called "NVIDIA GeForce RTX 3060".
[2022.08.18-05.13.13:464][  0]LogCUDA: Display: Attempting to create CUDA context on GPU Device 0...
[2022.08.18-05.13.13:538][  0]LogCUDA: Display: Created CUDA context on device "NVIDIA GeForce RTX 3060".
[2022.08.18-05.13.13:555][  0]LogEncoderNVENC: Created D3D11 device for NVENC on 'NVIDIA GeForce RTX 3060'.
[2022.08.18-05.13.13:562][  0]LogStreaming: Warning: Failed to read file '../../../Engine/Plugins/Runtime/SunPosition/Resources/SunPosition.png' error.
[2022.08.18-05.13.13:562][  0]LogSlate: Could not find file for Slate resource: ../../../Engine/Plugins/Runtime/SunPosition/Resources/SunPosition.png
[2022.08.18-05.13.13:562][  0]LogInit: Display: Starting Game.
[2022.08.18-05.13.13:562][  0]LogNet: Browse: /Game/TestGame/Maps/NOC?Name=Player
[2022.08.18-05.13.13:562][  0]LogLoad: LoadMap: /Game/TestGame/Maps/NOC?Name=Player
[2022.08.18-05.13.13:563][  0]LogWorld: BeginTearingDown for /Temp/Untitled_0
[2022.08.18-05.13.13:563][  0]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
[2022.08.18-05.13.13:563][  0]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2022.08.18-05.13.13:565][  0]LogAudio: Display: Audio Device unregistered from world 'None'.
[2022.08.18-05.13.13:566][  0]LogUObjectHash: Compacting FUObjectHashTables data took   0.32ms
[2022.08.18-05.13.13:647][  0]LogAudio: Display: Audio Device (ID: 1) registered with world 'NOC'.
[2022.08.18-05.13.13:648][  0]LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
[2022.08.18-05.13.13:648][  0]LogAIModule: Creating AISystem for world NOC
[2022.08.18-05.13.13:649][  0]LogLoad: Game class is 'BP_CollaborativeViewer_GameMode_C'
[2022.08.18-05.13.13:650][  0]LogWorld: Bringing World /Game/TestGame/Maps/NOC.NOC up for play (max tick rate 0) at 2022.08.17-22.13.13
[2022.08.18-05.13.13:650][  0]LogWorld: Bringing up level for play took: 0.000706
[2022.08.18-05.13.13:651][  0]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
[2022.08.18-05.13.13:651][  0]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2022.08.18-05.13.13:652][  0]LogGameMode: Display: Match State Changed from WaitingToStart to InProgress
[2022.08.18-05.13.13:671][  0]LogSlate: New Slate User Created.  User Index 8, Is Virtual User: 1
[2022.08.18-05.13.13:671][  0]LogSlate: Slate User Registered.  User Index 8, Is Virtual User: 1
[2022.08.18-05.13.13:675][  0]LogGameState: Match State Changed from WaitingToStart to InProgress
[2022.08.18-05.13.13:675][  0]LogLoad: Took 0.112609 seconds to LoadMap(/Game/TestGame/Maps/NOC)
[2022.08.18-05.13.13:676][  0]LogSlate: Took 0.000262 seconds to synchronously load lazily loaded font '../../../Engine/Content/EngineFonts/Faces/RobotoBold.ufont' (160K)
[2022.08.18-05.13.13:677][  0]LogSlate: Took 0.000186 seconds to synchronously load lazily loaded font '../../../Engine/Content/EngineFonts/Faces/RobotoLight.ufont' (167K)
[2022.08.18-05.13.13:677][  0]LogSlate: Took 0.000220 seconds to synchronously load lazily loaded font '../../../Engine/Content/EngineFonts/Faces/RobotoRegular.ufont' (155K)
[2022.08.18-05.13.13:677][  0]LogViewport: Scene viewport resized to 1920x1200, mode WindowedFullscreen.
[2022.08.18-05.13.13:677][  0]LogStreaming: Display: Suspending async loading (1)
[2022.08.18-05.13.13:684][  0]LogStreaming: Display: Resuming async loading (0)
[2022.08.18-05.13.13:743][  0]LogSlate: Took 0.000319 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
[2022.08.18-05.13.13:784][  0]LogRHI: Display: ShaderPipelineCache: Paused Batching. 1
[2022.08.18-05.13.13:784][  0]LogPixelStreaming: PixelStreaming is disabled, provide `PixelStreamingIP` and `PixelStreamingPort` cmd-args to enable it
[2022.08.18-05.13.13:785][  0]LogPakFile: AllPaks IndexSizes: DirectoryHashSize=9598964, PathHashSize=16, EntriesSize=1142784, TotalSize=10741764
[2022.08.18-05.13.13:785][  0]LogRHI: Display: ShaderPipelineCache: Resumed Batching. 0
[2022.08.18-05.13.13:785][  0]LogRHI: Display: ShaderPipelineCache: Batching Resumed.
[2022.08.18-05.13.13:786][  0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2022.08.18-05.13.13:786][  0]LogLoad: (Engine Initialization) Total time: 2.90 seconds
[2022.08.18-05.13.13:787][  0]LogHMD: HolographicRemotingPlugin::SetRemotingStatusText: Connected
[2022.08.18-05.13.13:788][  0]LogHMD: HolographicRemotingPlugin::SetRemotingStatusText: Disconnected: XR_REMOTING_DISCONNECT_REASON_DISCONNECT_REQUEST_MSFT (19)
[2022.08.18-05.13.13:788][  0]LogContentStreaming: Texture pool size now 1000 MB
[2022.08.18-05.13.13:798][  0]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2022.08.18-05.13.13:810][  0]LogSlate: Slate font cache was flushed
[2022.08.18-05.13.13:824][  1]LogSlate: Took 0.000209 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
[2022.08.18-05.13.13:825][  1]LogSlate: Took 0.000197 seconds to synchronously load lazily loaded font '../../../Engine/Content/EngineFonts/Faces/RobotoBold.ufont' (160K)
[2022.08.18-05.13.13:825][  2]LogEOS: [LogEOS] Updating Platform SDK Config, Time: 2.539560
[2022.08.18-05.13.13:888][ 28]LogSlate: Took 0.000197 seconds to synchronously load lazily loaded font '../../../Engine/Content/EngineFonts/Faces/RobotoRegular.ufont' (155K)
[2022.08.18-05.13.13:890][ 28]LogViewport: Display: Viewport MouseLockMode Changed, LockOnCapture -> DoNotLock
[2022.08.18-05.13.13:890][ 28]LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently_IncludingInitialMouseDown -> CaptureDuringMouseDown
[2022.08.18-05.13.14:259][269]LogEOS: [LogEOS] SDK Config Platform Update Request Successful, Time: 2.956574
[2022.08.18-05.13.14:261][269]LogEOS: Verbose: [LogEOSEcom] Purchase flow is disabled due to flags passed to EOS_Platform_Create
[2022.08.18-05.13.14:261][269]LogEOS: Verbose: [LogEOSP2P] Using Port Range 7777-7876 for P2P traffic
[2022.08.18-05.13.14:261][269]LogEOS: Verbose: [LogEOSP2P] UpdateConfiguration RtcCertificateMaxLifetimeMilliseconds not specified, using default value 10800000
[2022.08.18-05.13.14:262][269]LogEOS: [LogEOS] Updating Product SDK Config, Time: 2.973838
[2022.08.18-05.13.14:459][401]LogEOS: Verbose: [LogEOSConnect] ConnectClientAuthTask Success
[2022.08.18-05.13.14:476][414]LogEOS: [LogEOSAnalytics] Start Session (User: ...)
[2022.08.18-05.13.14:622][511]LogEOS: [LogEOS] SDK Config Product Update Request Successful, Time: 3.319283
[2022.08.18-05.13.14:623][511]LogEOS: Verbose: [LogEOSEcom] Purchase flow is disabled due to flags passed to EOS_Platform_Create
[2022.08.18-05.13.14:623][511]LogEOS: Verbose: [LogEOSP2P] Using Port Range 7777-7876 for P2P traffic
[2022.08.18-05.13.14:623][511]LogEOS: Verbose: [LogEOSP2P] UpdateConfiguration RtcCertificateMaxLifetimeMilliseconds not specified, using default value 10800000
[2022.08.18-05.13.14:625][511]LogEOS: [LogEOS] SDK Config Data - Watermark: 1963445314
[2022.08.18-05.13.14:625][511]LogEOS: [LogEOS] ScheduleNextSDKConfigDataUpdate - Time: 3.319283, Update Interval: 321.065094
[2022.08.18-05.13.15:875][383]LogHttp: Warning: 0000029CDA8F6050: invalid HTTP response code received. URL: http://localhost:1337/alpha/player/connect, HTTP code: 0, content length: 0, actual payload size: 0
[2022.08.18-05.13.15:877][383]LogHttp: Warning: 0000029CDA8F6050: request failed, libcurl error: 7 (Couldn't connect to server)
[2022.08.18-05.13.15:878][383]LogHttp: Warning: 0000029CDA8F6050: libcurl info message cache 0 (  Trying ::1...)
[2022.08.18-05.13.15:878][383]LogHttp: Warning: 0000029CDA8F6050: libcurl info message cache 1 (TCP_NODELAY set)
[2022.08.18-05.13.15:878][383]LogHttp: Warning: 0000029CDA8F6050: libcurl info message cache 2 (  Trying 127.0.0.1...)
[2022.08.18-05.13.15:879][383]LogHttp: Warning: 0000029CDA8F6050: libcurl info message cache 3 (TCP_NODELAY set)
[2022.08.18-05.13.15:879][383]LogHttp: Warning: 0000029CDA8F6050: libcurl info message cache 4 (connect to ::1 port 1337 failed: Connection refused)
[2022.08.18-05.13.15:879][383]LogHttp: Warning: 0000029CDA8F6050: libcurl info message cache 5 (connect to 127.0.0.1 port 1337 failed: Connection refused)
[2022.08.18-05.13.15:879][383]LogHttp: Warning: 0000029CDA8F6050: libcurl info message cache 6 (Failed to connect to localhost port 1337: Connection refused)
[2022.08.18-05.13.15:880][383]LogHttp: Warning: 0000029CDA8F6050: libcurl info message cache 7 (Closing connection 0)
[2022.08.18-05.13.16:286][663]LogBlueprintUserMessages: [BP_Collab_V_PlayerController_C_2147482494] Remoting Xr System
[2022.08.18-05.13.16:289][663]LogAOA: Warning: Current OpenXR runtime does not support Azure Object Anchors.  Requires XR_MSFT_SPATIAL_GRAPH_BRIDGE version 2.
[2022.08.18-05.13.16:332][663]LogHMD: SetSpectatorScreenMode(5).
[2022.08.18-05.13.16:334][663]LogStreaming: Display: Suspending async loading (1)
[2022.08.18-05.13.16:340][663]LogStreaming: Display: Resuming async loading (0)
[2022.08.18-05.13.16:342][664]LogHMD: Error: Failed to create all visibility mask meshes for device/views. Abandoning visibility mask.
[2022.08.18-05.13.16:342][664]LogRenderer: Warning: Resizing VR buffer to 2880 by 936
[2022.08.18-05.13.16:363][664]LogProfilingDebugging: Allocated a 1024 x 1024 texture for HMD canvas layer
[2022.08.18-05.13.16:364][664]LogHMD: FOpenXRHMD is requesting app exit.  CurrentSessionState: XR_SESSION_STATE_LOSS_PENDING
[2022.08.18-05.13.16:364][664]LogWindows: FPlatformMisc::RequestExit(0)
[2022.08.18-05.13.16:365][664]LogWindows: FPlatformMisc::RequestExitWithStatus(0, 0)
[2022.08.18-05.13.16:365][664]LogCore: Engine exit requested (reason: Win RequestExit)
[2022.08.18-05.13.16:366][664]LogStreaming: Display: Suspending async loading (1)
[2022.08.18-05.13.16:376][664]LogStreaming: Display: Resuming async loading (0)
[2022.08.18-05.13.16:388][665]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
[2022.08.18-05.13.16:388][665]LogInit: Display: PreExit Game.
[2022.08.18-05.13.16:390][665]LogWorld: BeginTearingDown for /Game/TestGame/Maps/NOC
[2022.08.18-05.13.16:391][665]LogWorld: UWorld::CleanupWorld for NOC, bSessionEnded=true, bCleanupResources=true
[2022.08.18-05.13.16:391][665]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2022.08.18-05.13.17:393][665]LogAudio: Display: Beginning Audio Device Manager Shutdown (Module: AudioMixerXAudio2)...
[2022.08.18-05.13.17:393][665]LogAudio: Display: Destroying 1 Remaining Audio Device(s)...
[2022.08.18-05.13.17:393][665]LogAudio: Display: Audio Device unregistered from world 'NOC'.
[2022.08.18-05.13.17:394][665]LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=1
[2022.08.18-05.13.17:395][665]LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=1
[2022.08.18-05.13.17:398][665]LogAudio: Display: Audio Device Manager Shutdown
[2022.08.18-05.13.17:398][665]LogSlate: Request Window 'TestMain (64-bit Development PCD3D_SM5) ' being destroyed
[2022.08.18-05.13.17:398][665]LogStreaming: Display: Suspending async loading (1)
[2022.08.18-05.13.17:413][665]LogStreaming: Display: Resuming async loading (0)
[2022.08.18-05.13.17:415][665]LogSlate: Window 'TestMain (64-bit Development PCD3D_SM5) ' being destroyed
[2022.08.18-05.13.17:422][665]LogExit: Preparing to exit.
[2022.08.18-05.13.17:422][665]LogMoviePlayer: Shutting down movie player
[2022.08.18-05.13.17:423][665]LogEOS: [LogEOSFriends] Successfully closed a listener.
[2022.08.18-05.13.17:424][665]LogEOS: [LogEOSRTC] LibRTCCore: Shutting down LibRTC...
[2022.08.18-05.13.17:430][665]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2022.08.18-05.13.17:440][665]LogDemo: Cleaned up 0 splitscreen connections with owner deletion
[2022.08.18-05.13.17:441][665]LogTemp: Error: Attempted to release non-existent voice chat user!
[2022.08.18-05.13.17:443][665]LogExit: Game engine shut down
[2022.08.18-05.13.17:444][665]LogTemp: Error: Attempted to release non-existent voice chat user!
[2022.08.18-05.13.17:494][665]LogExit: Object subsystem successfully closed.

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