Remote Engine: Lost (Engine Stopped)

 

Hi, hope to find you well. 

We are currently experiencing an error in a multi-machine setup, where when we run a scene cooked for Aximmetry in Unreal Engine the loading of the project proceeds smoothly, in spite of the fact that the scene is particularly complex, but as soon as we insert the scene OUT pin into the LEDWallCam RENDERED pin node the remote renderers lose connection and show the error described in the title of this thread but in the log console there are no errors.

What could this error be due to? I hope you can help us because we have been trying to solve this problem for a whole day without succeeding.

Any help is very much appreciated, thank you.

   kvanee

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

If the output pins of the Unreal module are not connected to any active output, then Unreal is not running:
Remote Engine: Lost (Engine Stopped)

As soon as you connect it to an active output, it will start running and loading. During this loading phase, Aximmetry and your computer might become overloaded, struggling to execute everything within reasonable intervals. This can lead to the remote machines failing to signal their active status to the controller machine.

Using the repair connection button should resolve this disconnection. However, this action will restart the compounds on the other machines. Therefore, it is advisable to initiate your compound in Aximmetry with the Unreal module connected to either an active output or to a Force Execution module.

For more details on Force Execution and what constitutes an active output, you can read the Module Execution section of our documentation.

If you wish to avoid having your Unreal Scene running continuously during your production and prevent hiccups when Unreal is loading, you could consider creating an empty persistent level in Unreal and loading your scene's level in the background (hidden). By loading your level in the background at the start of your production and only making it active when necessary, you can minimize loading-related disruptions. It is described how to load levels in this manner in the second image here: https://my.aximmetry.com/post/3279-unreal-level-loading-with-blueprint-does

Warmest regards,

 
Profile Image
kvanee
  -  

Hi @Eifert,

Thank you for your answer, I've tried as you suggested but the Force Execution module does not seem to work even if I try to load it when already active.

Remote Engine: Lost (Engine Stopped)

I have noticed though, that in the remote renderer log there are many messages like this one:

Remote Engine: Lost (Engine Stopped)

Could it be that the loading of the project is on the Unreal side rather than Axi?

As always, many thanks for your help.

Best,

 
Profile Image
kvanee
  -  

Sorry to bother, but we'd really need a hand here as we've got a production on this project due in a few days and some feedback would be really much appreciated. Unfortunately the level solution would not possible as it's a whole landscape we're trying to load, would something like world partition in UE work as well?

Thank you for any help.

Best,

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

Apologies for the delayed response.

Note, that there is a new version of Aximmetry available, which might resolve your issue. Specifically, it fixed that Unreal crashed in cooked mode if a Renderer instance was started on the controller machine. https://aximmetry.com/learn/software-version-history/

However, I suspect that the speed of your network might be the underlying issue. You should ensure that you are using a high-quality router between your computers that genuinely supports Gigabit Ethernet (1000 Mbps or more). Additionally, make sure that your computers are physically connected to it instead of WIFI.

Otherwise, you can have a local copy of the Unreal project on every computer with the same path, ensuring that the .uproject file is located in identical folders and drives on all machines. Afterward, you can set the Unreal module's Import Source to that path. Although you will receive a warning about a sharing problem, you can safely disregard it:

You should keep the Aximmetry libraries meanwhile in shared folders and make sure all computers have the same networked path (shared folder) as the Project Root folder in the Preferences of Aximmetry.

However, as I have mentioned, it is highly recommended to make this work with network paths, potentially by upgrading your router. As I read from your other posts, you aim to edit the scene on the fly, and having the project centralized in one location would greatly help in this process.

Warmest regards,