Unreal Engine 4 Viewport is Black/Blue - unreal-engine4

enter image description here
enter image description here
Please see the pictures in the link above.
I'm new to unreal engine. I've been trying to get Unreal Engine 4 to work on my linux machine ( 5GB RAM & 500GB Harddisk) but I couldn't get the viewport to work. It always shows blue or black screen.
Please I need assistance. Thanks in advance

I am also a UE4 user / game dev and use *nix. Usually the behavior you describe happens when there is a video display issue. In Window this is usually the Nvidia Game Ready driver, sometimes new updates break things, there is a common fix involving a registry edit called mpo_disable.reg - anyway, you are not using Windows, just for anyone else who lands here via Google-Fu.
In your case I would say it could be related to the video drivers. Which distro / kernel and video driver are you running? Nvidia card?

Related

Can I share game screens with other Unity programs?

I'm going to ask you a question because there's something blocked while I was creating a VR program with Unity.
There is program A and program B.
A is a game program.
B is a monitoring program.
So the screen that A is running (main camera, sub-camera)
You must be able to see it at B.
The solution I thought would be
Calling up Unity Game Screens in Visual Studio
Sync the game screen itself over the network
I've tried both.
Number 1 shows the main camera, but I don't think I can see the sub-camera.
No. 2 is not syncing at all. I can connect.
So I'm wondering if there's another solution. Mr. Unity, please help me.

Kinect not being detected on other computers after deployment of UWP

I recently finished to develop a UWP based on the SDK example CameraFrames. On the second screen of this example (and also on my app) you can choose to preview the frames taken by the Kinect v2.0 as shown below.
On the top of the image on the right of "Grupo de fontes" (Source group) I am able to choose between the different cameras that are connected to my PC. The problem comes when I deploy my app to another PC, I am unable to see "Kinect V2 Video Sensor". Thus rendering my app obsolete as it needs to be portable between PCs. I have checked that inside "Package.appxmanifest->Capabilities->Web Cam" checkbox is ticked.
I am out of ideas as I don't have a clue why my app works flawlesly on my computer but not on the rest. If you need any extra info to help me with my problem please let me know.
It is worth noting that on the other PCs that I've tried my app can read frames via Kinect Studio or MatLab.
Inside "Camera privacy settings" my app has privileges to use the camera.
Thank you in advance.
Update due to Nico Zhu's comment
My OS is Windows 10 and my target version is "10.0.16299.0". I have downloading and deploying CameraFrames on the second computer that I'm working with but it doesn't recognize the Kinect as in input source. Even though CameraFrames doesn't work doesn't read anything, I can properly make use of the kinect using Kinect Studio.
It seems that my problem is focused on my second computer not being able to make use of the Kinect on any deployed UWPs. What should I installed in order to make sure that I have all that's needed to properly read from the Kinect?
At the end of a lot of headaches I just needed to upgrade my drivers.

Android Emulator gets stuck (Using HAXM)

I recently read about the HAXM , followed the steps, for first few days emulator used to get started in less than minute but now it gets stuck at this point - as shown below.. although it shows correct time & clock remains working . The worst part is all of the emulators I create show same problem .Any solution ?
You can try couple of things here
Check the RAM size allocated for Emulator. The best RAM size recommended is around 512MB for an Emulator. Make sure you have set the appropriate RAM size
Kill all your emulators, restart your machine and create fresh AVDs
Is this happening with the same application or different ones? a little bit detail on the application will help in suggesting more work around.
a. If it is an OpenGL application choose use Host GPU on your AVD and also install the correct graphics driver on your host machine

Google TV Picture in Picture

I am aware that Live TV is the only gTV application that can run in PiP (Picture in Picture) mode.
My question is there anyway i can program my application, when invoked, to always run with LiveTV as a frame inside?
I need to ensure that my application always runs with LiveTv as a frame inside!
Thanks In Advance
No official way - and the unofficial ways will not be supported in the future.

Displaying CPU usage and FPS in an Android Emulator

I have set up my DDMS to work with the emulator and display the processes running etc. but in the Dev Tools of my emulator it firstly wont let me tick the Show CPU Usage box, and secondly I do not seem to have an option to display the FPS which apparently, according to sources on the internet, is possible to do.
Has anyone had this trouble and know how I can solve it and display CPU usage and FPS as my android game is running?
Thanks
To get an idea of what CPU speed your emulator is emulating try this:
1) start a shell session (adb shell),
2) then run "cat /proc/cpuinfo" to get the BogoMIPS.
Here’s more information on this.