praydog
praydog
https://github.com/praydog/UEVR/tree/lua-api Not ready.
You can try the newly updated Lua API that is in the works in the PR here: https://github.com/praydog/UEVR/pull/255 You can get the lua-api branch builds from the [Actions page](https://github.com/praydog/UEVR/actions) The...
Disable OpenXR toolkit, it's known to cause crashes on DX12 Not enough information provided, please re-read the issue template, logs and crash dumps are required. Use the nightly build for...
I'm aware of what the OpenXR toolkit crash is, and mbucchia has acknowledged that its DX12 support is unstable. It does not appear to be an issue with UEVR itself...
Did you try setting the rendering method to synchronized sequential?
It works on my PC. A log would help.
Try not using OpenXR toolkit
Yes, but the answer is more complicated than that: ```cpp virtual void DrawHiddenAreaMesh_RenderThread(class FRHICommandList& RHICmdList, EStereoscopicPass StereoPass) const {}; virtual void DrawVisibleAreaMesh_RenderThread(class FRHICommandList& RHICmdList, EStereoscopicPass StereoPass) const {}; ``` This...
If `FRHICommandEndDrawIndexedPrimitiveUP`'s vtable is in every game, and its layout is the same, that's easily recreatable. Allocate a new structure with the vtable pointing towards this, and assume the structure...
Now, as an alternative, we could instead hook the last command's `Execute` function (it's a virtual function) in the `RHICmdList` at the time `DrawHiddenAreaMesh_RenderThread` is called and call the `IRHICommandContext`'s...