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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

Well, I have the same problem with BOTH launch configurations. With one config I only get the the black screen with the same log like above in the client. And with the other the same, but now also this in the console logs: Failed to start managed server-worker UnrealWorker0: Timed out waiting for the worker to connect to the Runtime after 60000ms. Requesting to stop the worker process.

But why??

Hi, I finally got the local multiserver-zoning example running, but I am unable to reproduce the video you show in the tutorial here: https://docs.improbable.io/unreal/alpha/content/tutorials/multiserver-shooter/tutorial-multiserver-localtest

I can’t find any docs on how to configure the Inspector to show the authority hand-off when moving clients around the map. The Authority/Interest view only shows color coded authority among in-game pickups, not connected clients. Can you help? Thanks!

Any ideas what else can be wrong? As my deployment is still unable to start workers regardless the config I use.
I can’t find any other hints in the logs.

Hi @Jazzy

To achieve that view in the inspector you need to select the ‘Load Balancing Strategy’ radio button at the top of the inspector window.

@cmdrsabre

If you could DM me your project name and deployment RunID, I’ll take a look for you.

Thanks