New composer problem

 

Hello all, getting constant freezes on a project that was working like a charm before. (composer just stop working and showing loading nonstop, stoping answering after some time)

Just moving a bit in the world. The first one i`m trying at the moment.

   Maria Moon

 
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Andrew
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The exect Same problem here. 

[LogWindows] appError called: Fatal error: [File:E:\Build2\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1272] 

GameThread timed out waiting for RenderThread after 120.00 secs


 
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Maria Moon
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Same for me:

[LogOutputDevice] 

Script Stack (0 frames) :

[LogWindows] appError called: Fatal error: [File:E:\Build2\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1272] 

GameThread timed out waiting for RenderThread after 120.00 secs

[LogWindows] === Critical error: ===

A fatal error occurred with Unreal Engine. Please save and reopen your compound.

 
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Borgis
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I have same issue with some projects. All is happening after updating to newest DE version.

 
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Maria Moon
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Even with r.Streaming.MaxTempMemoryAllowed 10240 - getting "Temp texture streaming buffer not large enough, needed 67108864 bytes" in logs.

With r.Streaming.PoolSize=0 i`m getting almost insta crush on load, when command taking place, after delay for 3 seconds. (no error in logs about temp texture buffer)

Event BeginPlay > Delay 3 seconds > Execute command r.Streaming.PoolSize=0 > Crush

And i have 4090 with 24 gb of memory. (max load with Aximmetry Composer - 13.9 gb)

No problems in Unreal.

Guess there is some problems with GPU memory usage (memory distribution) or texture streaming buffer on large textures.

 
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Simon Cai
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Try to run in LiveSync mode instead of Cooked mode, see whether can resolve?

 
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Maria Moon
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This is not very convenient, since I cook on another PC and don't use LiveSync for a work, but i don't have a problem in Unreal, so i`m sure it will resolve a problem. (90% chance)

 
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Maria Moon
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There is also strange behavior with Unreal Engine versions, official 5.3.2 trying to convert projects from Aximmetry 5.3.2 all the time and vice versa.

Also project on Pie play giving me a black screen at the moment (Aximmetry camera deleted from the project), but no problems with official Unreal without Aximmetry, on the same project, trying to fly, but the whole thing is just black - no errors anywhere, i can see load on GPU.

Sadly, but a lot of problems at the moment, time to downgrade i guess.

 
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davidrynes
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@Maria Moon - LiveSync solved my issues, but like you said, it's not optional for our pipeline. I will wait for Aximmetry response till tuesday, but if there will not be any kind of fix, I will downgrade every project too. It's really bad. Also I wrote in another thread, that Aximmetry want to reach UE on E: drive, but we dont have E: drive in our computers...

 
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Maria Moon
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It's normal about E:, it's standart behavior of Unreal ) I just converted one project for a test and you can't downgrade them )))

You can change versions, but sometimes it's working, sometimes not)) Best to have an old copy.

Started getting black screens on Pie over time (they are permament now, zero problems with official Unreal on the same project, just tested) and constant freezes on composer - don't give much optimism for a work at the moment))

 
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davidrynes
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So the problem is in cooking process in UE for Aximmetry, cause LiveSync works flawlessly.

 
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Maria Moon
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It's not just cooking, sadly, there is also a problems with projects over time with PIE. So need to work in official Unreal now before cooking.

I can convert more projects for a test, but upgraded mainly to work with a new assets, so will work with new assets on this version and downgrade on main server to maintain stability.

 
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Andrew
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Not sure if it's a coincidence, but after running a project in Sync Mode for a couple of hours it became more stable in cooked mode almost no crashes )).  

 
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Eifert@Aximmetry
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Hi,

We are preparing to release a patch for Aximmetry soon that is aimed at resolving the current issues mentioned. We sincerely apologize for any inconvenience this may have caused.

Warmest regards,

 
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Maria Moon
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Hello, still black screen in Pie and Selected Viewport with a patch on a test world (converted just one), no problems in official Unreal (on any mode) and no problems with simulate (

No errors in the logs. I can work with simulate at the moment, just in case) Will go and test other things.

Composer is stable, thank you very much.

 
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Eifert@Aximmetry
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Hi Maria,

When you encounter the black screen in Unreal Editor, is an Aximmetry compound actively running with the Unreal project? Without this, a black screen in the Play in Editor (PIE) viewport is an expected outcome (though in previous versions you would have seen the camera's view in the zero position in some cases). The Unreal Editor is designed to work in tandem with Aximmetry.

Note that you can edit in Unreal Editor for Aximmetry in PIE when utilizing the Live Sync feature.

Warmest regards,

 
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Maria Moon
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Hello, another problem with composer, it wasn't there before 5.3, all good in this assets on 5.2 (

Only AllowVirtuals fixing problem, but i`m not using it. Render to Depth dosn't help too.

New composer problem

Problem from some distance of the camera, but camera movement can't be used now (

From another camera distance they are changing and there is just one spot on the actor (

But still - not usable, sadly.

The closer we are - the more problems.

 
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TwentyStudios
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@Maria Moon: This seems like a foreground clipping mask (B-mask) problem. I don’t know if this is a new bug in the latest version of Aximmetry, but I’ve had trouble with Nanite enabled meshes before (especially landscape/foliage) not rendering correctly to the B-Mask. I suggest disconnecting the B-Mask pin and if that helps, try disabling Nanite for the offending meshes. 

 
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Eifert@Aximmetry
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Hi Maria,


It is likely just an issue of the billboard clipping the object behind it.
Note, that the billboard rotates when the camera moves; this is why the issue could vary with changes in camera distance.
You could try moving the billboard further away from the object behind it.

Warmest regards,

 
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TwentyStudios
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@Eifert: So what about the issue with Nanite meshes and the B-mask? Are you looking into that? 

 
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Eifert@Aximmetry
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Hi TwentyStudios,

We have identified an issue within Unreal Engine that causes similar problems in nanite meshes. A workaround has been made, which will be included in the next release.
We will post detailed information once the release is out.

Warmest regards,

 
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Eifert@Aximmetry
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Hi,

The latest Aximmetry version, 2024.1.0, fixes the issue of Nanite meshes located behind billboards.

Fixed that Nanite meshes behind the billboard caused rendering errors in the light wrap and non-virtual billboards. Note that now Nanite meshes in front of the billboard will cause similar issues. This can be avoided by disabling Nanite for these objects.
https://aximmetry.com/learn/software-version-history/https://aximmetry.com/learn/software-version-history/

Warmest regards,