UE-OSC icon indicating copy to clipboard operation
UE-OSC copied to clipboard

Crashes when more than 3 inputs are setup in OSC settings

Open secretfeature opened this issue 8 years ago • 5 comments

I am trying to send OSC messages between 2 game instances and it crashes on the receiving end. The messages look like any other message so I don't understand what about them would have this effect. If I send the same message from another source there is no problem.

secretfeature avatar Mar 18 '16 03:03 secretfeature

Hi, I really need more info to help: your system, the log, a description of your system, etc.

2016-03-18 4:51 GMT+01:00 secretfeature [email protected]:

I am trying to send OSC messages between 2 game instances and it crashes on the receiving end. The messages look like any other message so I don't understand what about them would have this effect. If I send the same message from another source there is no problem.

— You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub https://github.com/monsieurgustav/UE4-OSC/issues/24

monsieurgustav avatar Mar 18 '16 07:03 monsieurgustav

After doing more tests I believe the crash occurs when I have more than 3 inputs setup in the OSC settings. I am on Windows 10, running 4.104. The crash log looks like this-

Access violation - code c0000005 (first/second chance not available)

""

UE4Editor_OSC!UOscDispatcher::CallbackMainThread() [c:\users\ray\documents\unreal projects\vvvr_techno\plugins\osc\source\osc\private\receive\oscdispatcher.cpp:227] UE4Editor_OSC!TBaseUObjectMethodDelegateInstance<0,UOscDispatcher,void cdecl(void)>::ExecuteIfSafe() [c:\program files (x86)\epic games\4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:772] UE4Editor_OSC!TGraphTask<FSimpleDelegateGraphTask>::ExecuteTask() [c:\program files (x86)\epic games\4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:797] UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:1140] UE4Editor_Engine!FPhysScene::WaitPhysScenes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\physicsengine\physscene.cpp:700] UE4Editor_Engine!UWorld::EnsureCollisionTreeIsBuilt() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:1462] UE4Editor_Engine!UWorld::FlushLevelStreaming() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:2573] UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gameinstance.cpp:244] UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:3012] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:2259] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:1048] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1244] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll

secretfeature avatar Mar 21 '16 21:03 secretfeature

If I stop the message coming from Reaktor it won't crash until I start them again. I am sending 6 different messages.

secretfeature avatar Mar 21 '16 21:03 secretfeature

Do you use OscComponent and/or OscActor ? Or exclusively the "Inputs" way ?

monsieurgustav avatar Mar 22 '16 19:03 monsieurgustav

I am now using both inputs and OSCComponent because I can't add any more inputs without the crash. I wasn't aware of OSCActor, Ill check it out.

secretfeature avatar Mar 29 '16 22:03 secretfeature