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4.26 Compilation failed

Build started...
1>------ Build started: Project: TBRaymarchProject, Configuration: Development_Editor x64 ------
1>Using 'git status' to determine working set for adaptive non-unity build (D:\Unreal\TBRaymarchProject).
1>Building TBRaymarchProjectEditor...
1>Using Visual Studio 2019 14.28.29335 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.28.29333) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>[Adaptive unity build] Excluded from VolumeTextureToolkit unity file: ComputeVolumeTexture.cpp
1>Building 9 actions with 8 processes...
1> [1/9] UE4Editor-Raymarcher-0002.lib
1> Creating library D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\Raymarcher\UE4Editor-Raymarcher-0002.lib and object D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\Raymarcher\UE4Editor-Raymarcher-0002.exp
1> [2/9] UE4Editor-TBRaymarchProject-0002.lib
1> Creating library D:\Unreal\TBRaymarchProject\Intermediate\Build\Win64\UE4Editor\Development\TBRaymarchProject\UE4Editor-TBRaymarchProject-0002.lib and object D:\Unreal\TBRaymarchProject\Intermediate\Build\Win64\UE4Editor\Development\TBRaymarchProject\UE4Editor-TBRaymarchProject-0002.exp
1> [3/9] UE4Editor-VolumeTextureToolkitEditor-0002.lib
1> Creating library D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\VolumeTextureToolkitEditor\UE4Editor-VolumeTextureToolkitEditor-0002.lib and object D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\VolumeTextureToolkitEditor\UE4Editor-VolumeTextureToolkitEditor-0002.exp
1> [4/9] UE4Editor-VolumeTextureToolkit-0002.lib
1> Creating library D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\VolumeTextureToolkit\UE4Editor-VolumeTextureToolkit-0002.lib and object D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\VolumeTextureToolkit\UE4Editor-VolumeTextureToolkit-0002.exp
1> [5/9] UE4Editor-TBRaymarchProject-0002.dll
1> Creating library D:\Unreal\TBRaymarchProject\Intermediate\Build\Win64\UE4Editor\Development\TBRaymarchProject\UE4Editor-TBRaymarchProject-0002.suppressed.lib and object D:\Unreal\TBRaymarchProject\Intermediate\Build\Win64\UE4Editor\Development\TBRaymarchProject\UE4Editor-TBRaymarchProject-0002.suppressed.exp
1> [6/9] UE4Editor-VolumeTextureToolkit-0002.dll
1> Creating library D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\VolumeTextureToolkit\UE4Editor-VolumeTextureToolkit-0002.suppressed.lib and object D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\VolumeTextureToolkit\UE4Editor-VolumeTextureToolkit-0002.suppressed.exp
1>Module.VolumeTextureToolkit.gen.cpp.obj : error LNK2019: unresolved external symbol "public: unsigned int __cdecl UVolumeTexture::CalcTextureMemorySize(int)const " (?CalcTextureMemorySize@UVolumeTexture@@QEBAIH@Z) referenced in function "public: virtual int __cdecl UVolumeTexture::CalcCumulativeLODSize(int)const " (?CalcCumulativeLODSize@UVolumeTexture@@UEBAHH@Z)
1>Module.VolumeTextureToolkit.gen.cpp.obj : error LNK2001: unresolved external symbol "public: virtual bool __cdecl UVolumeTexture::StreamOut(int)" (?StreamOut@UVolumeTexture@@UEAA_NH@Z)
1>Module.VolumeTextureToolkit.gen.cpp.obj : error LNK2001: unresolved external symbol "public: virtual bool __cdecl UVolumeTexture::StreamIn(int,bool)" (?StreamIn@UVolumeTexture@@UEAA_NH_N@Z)

1>D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Binaries\Win64\UE4Editor-VolumeTextureToolkit-0002.dll : fatal error LNK1120: 3 unresolved externals
1> [7/9] UE4Editor-VolumeTextureToolkitEditor-0002.dll
1> Creating library D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\VolumeTextureToolkitEditor\UE4Editor-VolumeTextureToolkitEditor-0002.suppressed.lib and object D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\VolumeTextureToolkitEditor\UE4Editor-VolumeTextureToolkitEditor-0002.suppressed.exp
1> [8/9] UE4Editor-Raymarcher-0002.dll
1> Creating library D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\Raymarcher\UE4Editor-Raymarcher-0002.suppressed.lib and object D:\Unreal\TBRaymarchProject\Plugins\TBRaymarcherPlugin\Intermediate\Build\Win64\UE4Editor\Development\Raymarcher\UE4Editor-Raymarcher-0002.suppressed.exp
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(46,5): error MSB3073: The command ""C:\Program Files\Epic Games\UE_4.26\Engine\Build\BatchFiles\Build.bat" TBRaymarchProjectEditor Win64 Development -Project="D:\Unreal\TBRaymarchProject\TBRaymarchProject.uproject" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "TBRaymarchProject.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Fails when deploying to HoloLens2:Appxmanifestxml-missing

Hi, I'm trying to deploy this project to HoloLens2 via Unreal, but I'm having trouble finding the Appxmanifest.xml file during the deployment process, so I'd like to ask you how to solve this problem for this project.
The following is the output log of some of the errors reported.

LogPlayLevel: Cleaning Stage Directory: D:\projects\TBRaymarchProject-master\Saved\StagedBuilds\HoloLens
LogPlayLevel: Copying NonUFSFiles to staging directory: D:\projects\TBRaymarchProject-master\Saved\StagedBuilds\HoloLens
LogPlayLevel: Copying UFSFiles to staging directory: D:\projects\TBRaymarchProject-master\Saved\StagedBuilds\HoloLens
LogPlayLevel: Copying DebugFiles to staging directory: D:\projects\TBRaymarchProject-master\Saved\StagedBuilds\HoloLens
LogPlayLevel: ********** STAGE COMMAND COMPLETED **********
LogPlayLevel: ********** PACKAGE COMMAND STARTED **********
LogPlayLevel: ********** PACKAGE COMMAND COMPLETED **********
LogPlayLevel: ********** DEPLOY COMMAND STARTED **********
LogPlayLevel: Registring D:\projects\TBRaymarchProject-master\Saved\StagedBuilds\HoloLens\AppxManifest.xml
LogPlayLevel: Error code: System.Exception: 无法打开包。
LogPlayLevel: 错误 0x80070002: 从位置 AppxManifest.xml 中打开文件失败,错误为: 系统找不到指定的文件。
LogPlayLevel: 。
LogPlayLevel: Error text: 错误 0x80070002: 从位置 AppxManifest.xml 中打开文件失败,错误为: 系统找不到指定的文件。
LogPlayLevel: 。
LogPlayLevel: Error: ERROR: 错误 0x80070002: 从位置 AppxManifest.xml 中打开文件失败,错误为: 系统找不到指定的文件。
LogPlayLevel: 。
LogPlayLevel: (see C:\Users\22408\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.27\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=35 (Error_AppInstallFailed)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 20.799270
LogPlayLevel: BUILD FAILED

NeRF?

Hi! Random question, could this code be used to render NeRFs in UE?

Packaging this plugin fails

On top of commit f1cff1c, I have tried to package the project for the Hololens; see here for instructions. Building and compiling the project succeeds, but the packaging fails:

UATHelper: Packaging (HoloLens):   LogTemp: Warning: Warning: Creating Buffer Textures: Size is Zero!
UATHelper: Packaging (HoloLens):   LogTemp: Warning: Warning: Creating Buffer Textures: Size is Zero!
UATHelper: Packaging (HoloLens):   LogTemp: Warning: Warning: Creating Buffer Textures: Size is Zero!
UATHelper: Packaging (HoloLens):   LogOutputDevice: Warning:
UATHelper: Packaging (HoloLens):   
UATHelper: Packaging (HoloLens):   Script Stack (0 frames):
UATHelper: Packaging (HoloLens):   
PackagingResults: Warning: Warning: Creating Buffer Textures: Size is Zero!
PackagingResults: Warning: Warning: Creating Buffer Textures: Size is Zero!
PackagingResults: Warning: Warning: Creating Buffer Textures: Size is Zero!
UATHelper: Packaging (HoloLens):   LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (HoloLens):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (HoloLens):   LogWindows: Error:
UATHelper: Packaging (HoloLens):   LogWindows: Error: Assertion failed: (InSizeX > 0) && (InSizeY > 0) && (InSizeZ > 0) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/TextureRenderTargetVolume.cpp] [Line: 31]
UATHelper: Packaging (HoloLens):   LogWindows: Error:
UATHelper: Packaging (HoloLens):   LogWindows: Error:
UATHelper: Packaging (HoloLens):   LogWindows: Error:
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffb056f3b29 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab73fd096 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab74007f8 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab710e98d UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab70a5625 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: begin: stack for UAT
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab70a76d0 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab518dad6 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Assertion failed: (InSizeX > 0) && (InSizeY > 0) && (InSizeZ > 0) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/TextureRenderTargetVolume.cpp] [Line: 31]
PackagingResults: Error: [Callstack] 0x00007ffb056f3b29 KERNELBASE.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab73fd096 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab74007f8 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab710e98d UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffaa66ff762 UE4Editor-Raymarcher.dll!ARaymarchVolume::InitializeRaymarchResources() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:753]
PackagingResults: Error: [Callstack] 0x00007ffab70a5625 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab70a76d0 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab518dad6 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffaa66ff762 UE4Editor-Raymarcher.dll!ARaymarchVolume::InitializeRaymarchResources() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:753]
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffaa67047bc UE4Editor-Raymarcher.dll!ARaymarchVolume::SetMHDAsset() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:464]
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffaa67022bc UE4Editor-Raymarcher.dll!ARaymarchVolume::PostRegisterAllComponents() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:134]
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab3faf405 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab48ae1cf UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffaa67047bc UE4Editor-Raymarcher.dll!ARaymarchVolume::SetMHDAsset() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:464]
PackagingResults: Error: [Callstack] 0x00007ffaa67022bc UE4Editor-Raymarcher.dll!ARaymarchVolume::PostRegisterAllComponents() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:134]
PackagingResults: Error: [Callstack] 0x00007ffab3faf405 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab48ae1cf UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab535e540 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab535e540 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab27d8ebb UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab27f255f UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab27d8ebb UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab27f255f UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab26a08e9 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab26a08e9 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab2694094 UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab26a928f UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab24e5eae UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffab250fd4a UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ff623339a59 UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ff623330f1c UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ff62333128a UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab2694094 UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab26a928f UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab24e5eae UE4Editor-UnrealEd.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffab250fd4a UE4Editor-UnrealEd.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ff6233452ed UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff623339a59 UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff623330f1c UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff62333128a UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff6233452ed UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ff62334739e UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff62334739e UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffb07347c24 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error: [Callstack] 0x00007ffb0870d721 ntdll.dll!UnknownFunction []
UATHelper: Packaging (HoloLens):   LogWindows: Error:
UATHelper: Packaging (HoloLens):   LogWindows: Error: end: stack for UAT
PackagingResults: Error: [Callstack] 0x00007ffb07347c24 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ffb0870d721 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (HoloLens): Took 24.0789805s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (HoloLens): ERROR: Cook failed.
UATHelper: Packaging (HoloLens):        (see C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\Log.txt for full exception trace)
PackagingResults: Error: Cook failed.

Full Log

In addition, I tried to packed the plugin for Windows 64-bit; same error:

UATHelper: Packaging (Windows (64-bit)):   LogTemp: Warning: Warning: Creating Buffer Textures: Size is Zero!
UATHelper: Packaging (Windows (64-bit)):   LogTemp: Warning: Warning: Creating Buffer Textures: Size is Zero!
UATHelper: Packaging (Windows (64-bit)):   LogTemp: Warning: Warning: Creating Buffer Textures: Size is Zero!
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Warning:
UATHelper: Packaging (Windows (64-bit)):   
UATHelper: Packaging (Windows (64-bit)):   Script Stack (0 frames):
UATHelper: Packaging (Windows (64-bit)):   
PackagingResults: Warning: Warning: Creating Buffer Textures: Size is Zero!
PackagingResults: Warning: Warning: Creating Buffer Textures: Size is Zero!
PackagingResults: Warning: Warning: Creating Buffer Textures: Size is Zero!
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Assertion failed: (InSizeX > 0) && (InSizeY > 0) && (InSizeZ > 0) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/TextureRenderTargetVolume.cpp] [Line: 31]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffb056f3b29 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffab73fd096 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffab74007f8 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffab710e98d UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffab70a5625 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffab70a76d0 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffab518dad6 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffaa66ff762 UE4Editor-Raymarcher.dll!ARaymarchVolume::InitializeRaymarchResources() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:753]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffaa67047bc UE4Editor-Raymarcher.dll!ARaymarchVolume::SetMHDAsset() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:464]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffaa67022bc UE4Editor-Raymarcher.dll!ARaymarchVolume::PostRegisterAllComponents() [C:\Users\Administrator\Documents\Unreal Projects\TBRaymarchProject-master\Plugins\TBRaymarcherPlugin\Source\Raymarcher\Private\Actor\RaymarchVolume.cpp:134]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffab3faf405 UE4Editor-Engine.dll!UnknownFunction []

Consumption as a git submodule?

We consume only the Plugins/TBRaymarcherPlugin in our own project. However, we would like to consume this project as a git submodule to make consuming your updates easier.

Would it be possible to make the Plugins/TBRaymarcherPlugin directory it's own git submodule within this project, or is there a better idiom for consuming this plugin?

Crash when changing Blend Mode from "AlphaComposite(Premultiplied Alpha) " to "Masked".

Hello, thanks for the great work! I'm trying to rendering my volume asset through this plugin, and there's a need for casting shadows. But UE crashed when I changed Blend Mode from "AlphaComposite(Premultiplied Alpha) " to "Masked" in the "M_Raymarch" material.
Below is the crash log and the UE version is 5.1.1

[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: ================================================
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: === FShaderJobCache stats ===
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Total job queries 153, among them cache hits 28 (18.30%)
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Tracking 125 distinct input hashes that result in 84 distinct outputs (67.20%)
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: RAM used: 0.26 MB (0.00 GB) of 1638.40 MB (1.60 GB) budget. Usage: 0.02%
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: === Shader Compilation stats ===
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Shaders Compiled: 27
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Jobs assigned 27, completed 27 (100.00%)
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Average time worker was idle: 3.15 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Time job spent in pending queue: average 0.60 s, longest 2.34 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Job execution time: average 0.98 s, max 1.54 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Job life time (pending + execution): average 1.57 s, max 3.25
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 8.24 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Jobs were issued in 27 batches (only local compilation was used), average 1.00 jobs/batch
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Average processing rate: 3.28 jobs/sec
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Total thread time: 18.55 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Total thread preprocess time: 1.46 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Percentage time preprocessing: 7.85%
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Effective parallelization: 2.25 (times faster than compiling all shaders on one thread). Compare with number of workers: 4
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display:                                 TBasePassPSFNoLightMapPolicy (compiled    8 times, average 0.93 sec, max 1.04 sec, min 0.81 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display:                                 TBasePassVSFNoLightMapPolicy (compiled    8 times, average 0.87 sec, max 0.95 sec, min 0.76 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display:                  TShadowDepthVSVertexShadowDepth_OutputDepth (compiled    1 times, average 0.67 sec, max 0.67 sec, min 0.67 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display:                                                 FLumenCardVS (compiled    3 times, average 0.63 sec, max 0.66 sec, min 0.62 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display:         TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrect (compiled    1 times, average 0.41 sec, max 0.41 sec, min 0.41 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: Top 5 shader types by total compile time:
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display:                                 TBasePassPSFNoLightMapPolicy - 40.19% of total time (compiled    8 times, average 0.93 sec, max 1.04 sec, min 0.81 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display:                                 TBasePassVSFNoLightMapPolicy - 37.55% of total time (compiled    8 times, average 0.87 sec, max 0.95 sec, min 0.76 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display:                                                 FLumenCardVS - 10.25% of total time (compiled    3 times, average 0.63 sec, max 0.66 sec, min 0.62 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display:                                          FLumenCardPS<false> - 6.17% of total time (compiled    3 times, average 0.38 sec, max 0.39 sec, min 0.37 sec)
[2023.07.14-06.46.13:649][678]LogShaderCompilers: Display:                  TShadowDepthVSVertexShadowDepth_OutputDepth - 3.63% of total time (compiled    1 times, average 0.67 sec, max 0.67 sec, min 0.67 sec)
[2023.07.14-06.46.13:649][678]LogShaderCompilers: Display: ================================================
[2023.07.14-06.46.16:774][ 25]MaterialEditorStats: Texture samplers: 0/16
[2023.07.14-06.46.16:774][ 25]MaterialEditorStats: Texture Lookups (Est.): VS(0), PS(3)
[2023.07.14-06.46.16:774][ 25]MaterialEditorStats: Shader Count: 0
[2023.07.14-06.46.16:822][ 27]MaterialEditorStats: Base pass shader without light map: 263 instructions
[2023.07.14-06.46.16:823][ 27]MaterialEditorStats: Base pass vertex shader: 250 instructions
[2023.07.14-06.46.16:823][ 27]MaterialEditorStats: Texture samplers: 4/16
[2023.07.14-06.46.16:823][ 27]MaterialEditorStats: Texture Lookups (Est.): VS(0), PS(3)
[2023.07.14-06.46.16:823][ 27]MaterialEditorStats: Shader Count: 3
Assertion failed: false [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 59] 
Shader attempted to bind uniform buffer 'FOpaqueBasePassUniformParameters' at slot [Name: SceneTextures, Slot: 7] with hash '158928480', but the shader expected 'LumenFrontLayerTranslucencyGBufferPass' with hash '153620189'.
UnrealEditor.exe 已触发了一个断点。

Any clue?

Mhd import fail: Failed to create asset

First of all, thank you very much for this plugin and the repo! I've been playing around with it all day, saw the tutorial on youtube and wanted to give it a try with some testfiles.

I opened your existing project, recompiled it. Not using the plugin in my own project, yet.

For testing some other content than your demo content (MHD_70), I loaded some dicom sample files and converted them to mhd using ImageJ, specifically this build: https://imagej.net/Fiji

I used "open image sequence" and then selected the a dicom file, and then "save as.." and selected mhd.

Here are the dicom sample files I used:

https://www.visus.com/fileadmin/content/pictures/Downloads/JiveX_DICOME_Viewer/democases.zip

I can re-open the generated mhd in imageJ just fine, but when I try to drag & drop the mhd file into my content browser with your project open, I get:

Failed to import 'case2.mhd'. Failed to create asset '/Game/DefaultResources/case2'. Please see Output Log for details.

Output log, however, is empty. I am also not able to load mhd files with your provided In-Game-GUI, when I click load normalized or Load F32, and select a mhd file, just nothing happens.

I can only guess imageJ converts the dicom files to some form of mhd, which this plugin does not like and cannot parse. I don't know what goes wrong, though, because as said, the Output Log does not show any additional errors.

Any advice is highly appreciated. Thanks!

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