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- lehoang03an
- Posts: 4
- Joined:
Unreal Android build crash when NotifyChanged on Image is called
Hello,
In my xaml, I try to bind an image to a Texture2D variable in NoesisView:
Then I have a button which sets TestIcon variable w/ NotifyChanged. So when i push it, the image swaps to another texture.
Everything works fine in Unreal PIE (Play in Editor), but when i try to launch it on android, the app crashes whenever i press the button.
The crash also happens when the button simply sends a NotifyChanged on that PropertyName.
Worth noting is other TextBinding works fine.
Checking UE log, I don't see any related error before and after the crash:
My Project Version:
- UE 4.27.2
- NoesisGUI-UE4.27-3.1.2-Indie
Android Studio version 4.0 config, per Unreal document guidance:
- SDK: 30.0.3 / 29.0.2 / 28.0.3
- NDK: 21.4.7075529
- CMake: 3.10.2.4988404
In my xaml, I try to bind an image to a Texture2D variable in NoesisView:
Code: Select all
<!-- some layout -->
<Image Grid.Column="3" Width="32" Height="32" Margin="221,30,182,30">
<Image.Source>
<Binding Path="TestIcon"/>
</Image.Source>
</Image>
<!-- some layout -->
Everything works fine in Unreal PIE (Play in Editor), but when i try to launch it on android, the app crashes whenever i press the button.
The crash also happens when the button simply sends a NotifyChanged on that PropertyName.
Worth noting is other TextBinding works fine.
Checking UE log, I don't see any related error before and after the crash:
Code: Select all
LogPlayLevel: --------- beginning of crash
LogPlayLevel: Took 0.6975239s to run adb.exe, ExitCode=0
LogPlayLevel: Running: C:\Users\AnLe\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 8e865750 logcat -d
LogPlayLevel: Took 0.2529926s to run adb.exe, ExitCode=0
LogPlayLevel: ********** RUN COMMAND COMPLETED **********
LogPlayLevel: BUILD SUCCESSFUL
- UE 4.27.2
- NoesisGUI-UE4.27-3.1.2-Indie
Android Studio version 4.0 config, per Unreal document guidance:
- SDK: 30.0.3 / 29.0.2 / 28.0.3
- NDK: 21.4.7075529
- CMake: 3.10.2.4988404
Re: Unreal Android build crash when NotifyChanged on Image is called
I'll take a look at it. Will let you know what i find out.
Re: Unreal Android build crash when NotifyChanged on Image is called
I have create a ticket (#2306) for this
Re: Unreal Android build crash when NotifyChanged on Image is called
Hi,
I've attached a patch to a note in the bugtracker ticket (#2306). Could you please give it a try?
I've attached a patch to a note in the bugtracker ticket (#2306). Could you please give it a try?
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- lehoang03an
- Posts: 4
- Joined:
Re: Unreal Android build crash when NotifyChanged on Image is called
Hi, sorry for the late response.
I've tried your patch but the problem still persists.
Upon further testing, I've realized the problem is we are using Vulkan. Disable Vulkan support and the NotifyChanged works.
On UnrealEditor, switching to Vulkan produces the same crash, at least this time we got some loggings about 2 errors:
An error during PIE session:
And the crashing error on NotifyChanged:
GoogleDrive link to UE's CrashContext.runtime-xml (I took the liberty of cleaning it a bit)
https://drive.google.com/file/d/1nqcZFo ... sp=sharing
Hope this helps!
I've tried your patch but the problem still persists.
Upon further testing, I've realized the problem is we are using Vulkan. Disable Vulkan support and the NotifyChanged works.
On UnrealEditor, switching to Vulkan produces the same crash, at least this time we got some loggings about 2 errors:
An error during PIE session:
Code: Select all
[2022.03.13-10.12.00:036][586]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.102 s
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: === Handled ensure: ===
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error:
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: Ensure condition failed: CurrentVkLayout == ExpectedVkLayout [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanBarriers.cpp] [Line: 1614]
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: Color target is in layout 5, expected 2. Please add a transition before starting the render pass.
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: Stack:
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff91fee7a14 UE4Editor-VulkanRHI.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff91fe25691 UE4Editor-VulkanRHI.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff91fe03322 UE4Editor-VulkanRHI.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff91fe635fd UE4Editor-VulkanRHI.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff91d943c32 UE4Editor-NoesisRuntime-0001.dll!FRHICommand<FRHICommandBeginRenderPass,FRHICommandBeginRenderPassString1145>::ExecuteAndDestruct() [C:\Program Files\Epic Games\UE_4.27\Engine\Source\Runtime\RHI\Public\RHICommandList.h:765]
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff942a18385 UE4Editor-RHI.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff942a011df UE4Editor-RHI.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff942a1a334 UE4Editor-RHI.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff92e462398 UE4Editor-Core.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff92e4627ce UE4Editor-Core.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff92e192eb8 UE4Editor-RenderCore.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff92e9fff0b UE4Editor-Core.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff92e9f7050 UE4Editor-Core.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff9cc617034 KERNEL32.DLL!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error: [Callstack] 0x00007ff9cd6a2651 ntdll.dll!UnknownFunction []
[2022.03.13-10.12.00:036][586]LogOutputDevice: Error:
Code: Select all
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000020
UE4Editor_VulkanRHI
UE4Editor_NoesisRuntime_0001!FRHICommand<FRHICommandSetShaderTexture<FRHIGraphicsShader>,FRHICommandSetShaderTextureString>::ExecuteAndDestruct() [C:\Program Files\Epic Games\UE_4.27\Engine\Source\Runtime\RHI\Public\RHICommandList.h:765]
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
https://drive.google.com/file/d/1nqcZFo ... sp=sharing
Hope this helps!
Re: Unreal Android build crash when NotifyChanged on Image is called
I've added another patch to the ticket for you to try. Please, let us know if this resolves your issue. Thanks.
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