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Unable to package as of September 16th 2017 #2

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mrG7 opened this issue Sep 17, 2017 · 5 comments
Open

Unable to package as of September 16th 2017 #2

mrG7 opened this issue Sep 17, 2017 · 5 comments

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@mrG7
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mrG7 commented Sep 17, 2017

UATHelper: Packaging (UWP (x64-64bit)): xgConsole: c:\users\user\uwp\engine\source\runtime\renderer\private\postprocess\rendertargetpool.cpp(929) : error C4723: potential divide by 0

UATHelper: Packaging (UWP (x64-64bit)): xgConsole:

UATHelper: Packaging (UWP (x64-64bit)): xgConsole: Error executing C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.11.25503\bin\HostX64\x64\cl.exe (tool returned code: 2)

Not even sure where to go because

UATHelper: Packaging (UWP (x64-64bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (UWP (x64-64bit)): BUILD FAILED

@nzavagli
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Same issue here. I tried packaging just a plain first person project (no modifications) and it failed with the same error: e:\vr projects\engines\ms_uwp_ue4\engine\source\runtime\renderer\private\postprocess\rendertargetpool.cpp(929) : error C4723: potential divide by 0

@mrG7
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mrG7 commented Sep 18, 2017

So the following changes were made to RenderTargetPool.cpp
#include <math.h> /* pow */

		//float ScaleX = (DisplayExtent.X / (float)MemoryStats.TotalColumnSize); Replaced by 
		float ScaleX = (DisplayExtent.X * pow( (float)MemoryStats.TotalColumnSize, -1));

Will be packaging but it builds, so,...

Humanity 1 : 0 Machines

*Compiler and settings dependent.

@mrG7
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mrG7 commented Sep 19, 2017

So the following changes were made to RenderTargetPool.cpp

#include <math.h> /* pow */
//float ScaleX = (DisplayExtent.X / (float)MemoryStats.TotalColumnSize);

Replaced by

float ScaleX = (DisplayExtent.X * pow( (float)MemoryStats.TotalColumnSize, -1));

Then the following change for ProteusHolo Project

Had to leave Version blank,

Project Name: ProteusHolo

And Had to Generate new Project ID

The above method was observed to non reliable. Awaiting fix for Shipping builds.

@mrG7
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mrG7 commented Sep 22, 2017

When the game loads up, it remains at the splash screen with a Zzz cursor. Any ETA for boot time into app or is this a separate issue?

@shukenmg
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shukenmg commented Nov 17, 2017

This has been solved on new versions of the UE4 MR branch.

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