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UnrealGDKExampleProject win10 client fails to launch

Deployment logs show:

The worker UnrealClient-a8d38ebaeb8d4155a9efa2cf2e80745b-bc7aab91-579a-4331-beef-60832a217108 connected to SpatialOS successfully.
[UnrealClient-a8d38ebaeb8d4155a9efa2cf2e80745b-bc7aab91-579a-4331-beef-60832a217108:Unreal] PopulatePhysXGeometryAndTransform(Convex): ConvexElem has invalid transform
[UnrealClient-a8d38ebaeb8d4155a9efa2cf2e80745b-bc7aab91-579a-4331-beef-60832a217108:Unreal] ForeachShape(Convex): ScaledElem[0] invalid
[UnrealClient-220452531521-de1dc540-7a0a-4d5e-bf5b-e0e25a81bb10:Unreal] PopulatePhysXGeometryAndTransform(Convex): ConvexElem has invalid transform
[UnrealClient-220452531521-de1dc540-7a0a-4d5e-bf5b-e0e25a81bb10:Unreal] ForeachShape(Convex): ScaledElem[0] invalid
[UnrealClient-a8d38ebaeb8d4155a9efa2cf2e80745b-bc7aab91-579a-4331-beef-60832a217108:Unreal] Temp texture streaming buffer not large enough, needed 8388608 bytes
[UnrealClient-a8d38ebaeb8d4155a9efa2cf2e80745b-bc7aab91-579a-4331-beef-60832a217108:Unreal] Quitting before Heartbeat component has been initialized: NetConnection SpatialNetConnection_0

Launcher logs show:

{“message”:"‘launching with the unreal flow’",“time”:“Fri, 08 Nov 2019 20:55:27 GMT”,“level”:“INFO”,“name”:“launch”}
{“message”:"'found executable files for Unreal:
{“message”:"'Attempting to spawn client process. Attempts left: ’ 6",“time”:“Fri, 08 Nov 2019 20:55:28 GMT”,“level”:“INFO”,“name”:“launch”}
{“message”:"‘Close after spawn delay triggered. Calling launchOnce() again’",“time”:“Fri, 08 Nov 2019 20:55:30 GMT”,“level”:“INFO”,“name”:“launch”}
{“message”:"‘launched client’",“time”:“Fri, 08 Nov 2019 20:55:30 GMT”,“level”:“INFO”,“name”:“launcher”}
{“message”:"‘will quit’",“time”:“Fri, 08 Nov 2019 20:55:30 GMT”,“level”:“INFO”,“name”:“launcher”}

Client logs show:

LogSpatialGameInstance: Succesfully connected to SpatialOS
LogGlobalStateManager: Not yet accepting new players. Will retry query for GSM.
LogGlobalStateManager: Retrying query for GSM in 3.000000 seconds
over and over and over…
LogGlobalStateManager: Not yet accepting new players. Will retry query for GSM.
LogGlobalStateManager: Retrying query for GSM in 3.000000 seconds
etc etc etc forever

Then the client just spins with a black screen.
The console seems to work, but im not sure what commands i could use to make it a happy running client.

Anyone? Anyone?

Thanks.

Hi @Jazzy

Given that you mention the console, I assume you’re launching a cloud deployment?

First thing to check would be which launch config you’re using. Are you using default_launch.json or one_worker_test.json? If it’s the former then you’ll likely see the black screen you describe because the deployment expects a worker to be started manually, and so your client doesn’t actually have one to connect to. If that is the case, could you try switching to the other and see if that resolves the issue?

If not, could you DM me your Project Name and deployment RunID and I’ll take a look.

Hi @Jazzy

Thanks for the DM.

I’ve taken a look at your deployment and you do appear to be using the default_launch.json config file instead of one_worker_test.json as I suspected. If you change that file to one_worker_test.json in the deployment launcher it should resolve the problem.

With regards to your issue with the multiserver zoning example, your screenshot indicates that you’re trying to switch branches on the wrong repo. You want to be using the UnrealGDKExampleProject repo for that instead and you should find it has the multiserver-tutorial-start branch that you’re looking for.

Thanks