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Packaged builds with BLUI on 4.12, 4.13 and 4.14 hang for over 60 seconds when run #89
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One ammendment to the original description - I did use the later source code with the 'GetModuleFilenames' fix to allow compilation in the build. Comparing the log with 4.11.2 logs, the major issue seems to be the apparent crash reported with the rather unhelpful core logging:
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Hi there! I just want to confirm the issue, I'm experiencing it too. It appeared when we switched from 4.11 to 4.12 version. Any further clue that you find might be helpful. I'll try to investigate the cause as well. In my case, when I run the "Debug" build, the output hangs after this log: Microsoft C++ exception: xSharedMemoryException at memory location 0x000000DC18CCEB80. |
I have found at least a temporary workaround for this problem - though not one that necessarily points to the root cause. |
Good to know, I'll give a try with 4.12 version. Maybe we should point it directly to Epic, although I don't know how to put the problem . |
Let me know if it works for you with the 4.12 build. If so, then it might be worth bringing up with Epic. |
You might be right about some mismatch in the dll, I think it could be related to allocators. C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\ThirdParty\CEF3\Win64 If you merely replace the dlls you see the exact same behaviour. Maybe they have the same problem. When I pause my debugger during the hang, I see it is stuck here:
in the file C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl_Variadics.inl Is it the same for you? |
FIXED! I think I found a code solution that does not require building unreal engine from source code. If you want to fix it try this: in BluManager.h, replace the static variables static CefSettings settings; with local variables, and modify Blu.cpp to use them accordingly, `
I hope that it helps. |
Brilliant - great job! I'll try that in my code. |
Tried it in my build and it fixed my issue as well. |
As a real c++ dummy. I've tried this and failed, probably due to not understanding how to make the local variables. I tried just removing the 'static' from the start of the variables but it's just not compiling. I'd love a nudge in the right direction! |
Here is my StartupModule() function:
The only real change is that the |
Hi David, thanks so much for that - I only had to comment out a couple of references to those static variables at the bottom of BluManager.cpp I can't tell you how much I appreciate the help with that! The reference in the code to the remote debugging port is interesting - have you used it? I've tried going to localhost:7777 in my chrome browser but it doesn't seem to connect. Cheers! |
Thanks a lot for the work to keep alive blui, I think this plugin deserves
an epic grant.
2017-02-26 20:56 GMT+01:00 Dannington <[email protected]>:
… Hi David, thanks so much for that - I only had to comment out a couple of
references to those static variables at the bottom of BluManager.cpp
I can't tell you how much I appreciate the help with that! The reference
in the code to the remote debugging port is interesting - have you used it?
I've tried going to localhost:7777 in my chrome browser but it doesn't seem
to connect.
Cheers!
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So relieving to get this workaround (if that is what it is), good job there! I have kind of suspected that there is a clash between UE4 using port 7777 and CEF using the same port for debugging, but I'm just guessing. But when changing the settings.remote_debugging_port = 7777 to another port the remote debugger seems to be working fine, so perhaps that is for the same reason? |
I'm using the latest BLUI release 'BLUI.3.1.Windows.Linux.CX.-.VS2015.zip' (dated 2.6.2016) on a Blank Project in UE 4.13.2 (though I've also tried this on 4.12.5 and 4.14.1). The project will compile without issue and run correctly in the editor. When I package the project (either for Development or Shipping), running the executable will cause a hang for around 60 seconds before the application launches. It appears the application fails to launch, but does appear around a minute later. This happens both on Windows 10 and Windows 8 machines. This issue does not happen for me on UE 4.11.2.
Looking at the task manager - I see 3 Unreal processes start. Eventually one of the processes goes away before the application launches. Using the Launch button in the Unreal Editor, I've reproduced the issue and captured the following logging:
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