Getting XR_ERROR_HANDLE_INVALID error when tracking

Magic Leap Remote Rendering 1.16.92
Unreal Plugin 1.8
UE 5.4.4
ML2 OS 1.110

This is a follow up to this thread, which is closed.

Hi. I'm trying to track Aruco markers. I have it working and can get the headset to identify a marker, but I'm getting the following errors every tick:

LogMagicLeapMarkerTracking: Error: Tick: xrGetMarkerDetectorStateML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrGetMarkerDetectorStateML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrGetMarkerDetectorStateML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrGetMarkerDetectorStateML failure XR_ERROR_HANDLE_INVALID

This error occurs both tethered and via WiFi.

Do you know what is causing this?

I would upload my log but this interface doesn't let me upload .txt files.

@aheaney, just following up on this. I tried to make the change to the plugin that you suggested on the previous thread now my project will not recompile.

Even more strange: now when a open a NEW project and use a NEW 1.8 UE plugin, it won't recompile. I first get this message, which is normal:

But then get this error saying it can't recompile and to do it manually.

It worked before. I'm not sure why it doesn't work now.

Hello,

Sorry for the slow reply. Just to confirm, I was able to reproduce the error that you mentioned in your first post. I believe that what's happening is when you start/stop the VR preview in the UE editor, the marker detector instance is not destroyed properly. You won't see these errors when press the play button for the first time after restarting the UE editor. Also, you won't see these errors when you build and run natively on your ML2 or build for Windows and run your application remotely outside of the UE editor.

As for being unable to compile the plugins, if you made code changes, then I would suspect a build break. If you compile in visual studio, you'll probably see compile errors in the build log. You could quickly confirm this by just deleting (or moving) the ML plugin source out of your UE project or editor build. Then copy-paste a fresh copy of the source from the UE Plugin package directory that's created when you download the package from ML hub.

Best,
Adam

Hi Adam.

I did the following:

  1. I verified that my Visual Studio settings are identical to those listed on the "Getting Started" webpage.
  2. In Magic Leap Hub 3, I uninstalled UE plugin 1.8.0.
  3. Then I reinstalled 1.8.0.
  4. I opened a new UE Blank project.
  5. I made a Plugins folder and copied the new 1.8.0 plugin into it.
  6. I launched the project and activated Magic Leap XR plugin.
  7. I restarted the project and tried to compile and am still getting the error.

I'm not sure what happened but, after making that change, I'm now no longer able to open ANY project that has the ML plugin.

Hm, okey also just to confirm, are you using the binary distribution of UE 5.4.4 you can download from the Epic game launcher? Previously, I had tested using my own engine build from the ML-specific UE 5.4 branch.

I just verified that I can open a project using public UE 5.4.4 binaries and build it with the v1.8 plugin source. I don't know that UE gives you logs when you build plugin source when opening a project using the launcher. If you open the project in visual studio and build, then you should be able to see any compile errors when you build. You may want to try building in VS without plugin source first just to make sure that you can build the project that way.

You can generate VS project files without having to open the project in the UE editor by right-clicking on the project file in windows explorer and then Generate VS project files. That should give you a .sln file that you can open in visual studio-

We'll need a build log to determine why you're not able to compile the plugins.

What UE version is 1.8 intended for? Can I install that version? Would that get around having to compile the plugin?

@aheaney, so this is strange. I tried to make a blank C++ project and got an error:

Running D:/UE/Engines/UE_5.4/Engine/Build/BatchFiles/Build.bat Development Win64 -Project="D:/UE/Projects/ML_C_Plus2/ML_C_Plus2.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Using bundled DotNet SDK version: 6.0.302
Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Development Win64 -Project="D:/UE/Projects/ML_C_Plus2/ML_C_Plus2.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Log file: C:\Users\ch729d\AppData\Local\UnrealBuildTool\Log.txt
Available x64 toolchains (1):
 * C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.42.34433
    (Family=14.42.34433, FamilyRank=5, Version=14.42.34435, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64)
Visual Studio 2022 compiler version 14.42.34435 is not a preferred version. Please use the latest preferred version 14.38.33130
Available x64 toolchains (1):
 * C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.42.34433
    (Family=14.42.34433, FamilyRank=5, Version=14.42.34435, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64)
Visual Studio 2022 compiler version 14.42.34435 is not a preferred version. Please use the latest preferred version 14.38.33130
Creating makefile for ML_C_Plus2Editor (no existing makefile)
Available x64 toolchains (1):
 * C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.42.34433
    (Family=14.42.34433, FamilyRank=5, Version=14.42.34435, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64)
Visual Studio 2022 compiler version 14.42.34435 is not a preferred version. Please use the latest preferred version 14.38.33130
Available x64 toolchains (1):
 * C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.42.34433
    (Family=14.42.34433, FamilyRank=5, Version=14.42.34435, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64)
Visual Studio 2022 compiler version 14.42.34435 is not a preferred version. Please use the latest preferred version 14.38.33130
@progress push 5%
Parsing headers for ML_C_Plus2Editor
  Running Internal UnrealHeaderTool D:\UE\Projects\ML_C_Plus2\ML_C_Plus2.uproject D:\UE\Projects\ML_C_Plus2\Intermediate\Build\Win64\ML_C_Plus2Editor\Development\ML_C_Plus2Editor.uhtmanifest -WarningsAsErrors -installed
Total of 0 written
Reflection code generated for ML_C_Plus2Editor in 0.9873836 seconds
@progress pop
Building ML_C_Plus2Editor...
Using Visual Studio 2022 14.42.34435 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.42.34433) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Warning: Visual Studio 2022 compiler is not a preferred version
Determining max actions to execute in parallel (16 physical cores, 24 logical cores)
  Executing up to 16 processes, one per physical core
Using Parallel executor to run 6 action(s)
------ Building 6 action(s) started ------
[1/6] Resource Default.rc2
[2/6] Compile [x64] SharedPCH.UnrealEd.Project.ValApi.Cpp20.cpp
D:\UE\Engines\UE_5.4\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4668: '__has_feature' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
D:\UE\Engines\UE_5.4\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4067: unexpected tokens following preprocessor directive - expected a newline
D:\UE\Engines\UE_5.4\Engine\Source\Runtime\Engine\Classes\Engine\SkeletalMesh.h(930): warning C4996: 'FBoneMirrorInfo': FBoneMirrorInfo is deprecated. Please use UMirrorDataTable for mirroring support. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
Total time in Parallel executor: 21.37 seconds
Total execution time: 26.06 seconds

This doesn't even have the ML plugin. This is just a blank UE project. Can you spot why this is not working?

I uninstalled and reinstalled UE 4.4.4 and am still getting the error. I'm going to try to repair VS and see if that works. Barring that, I'm going to uninstall and reinstall VS.

Yea sounds like something may be off with your toolchain. It did get as far as starting to compile cpp source code. There's a break in ConcurrentLinearAllocator.h. The errors C4668 and C4067 in a blank project suggest a misconfiguration in your Visual Studio setup. Unreal Engine 5.4 requires specific versions of the MSVC toolchain for compatibility. There are warnings in that log that indicate that Visual Studio 2022 compiler version 14.42.34435 is not preferred, and recommends using version 14.38.33130. If you’re generating project files manually (right-click > Generate Visual Studio project files), it should pick up a valid toolset automatically if it’s installed. Then, Double-check your Project Settings in Visual Studio and make sure the Platform Toolset matches the version.

To confirm, when I try building a project on my machine I see
Using Visual Studio 2022 14.38.33143 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.38.33130) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10)
in the build output.

The best supported configuration for UE plugin 1.8 is still technically building the engine from source using the MagicLeap specific fork of the UE 5.4 source code. That's the configuration that we would validate with the plugin sdk internally. Practically though, you don't really need a custom engine build if you're only using ML remote rendering. The latest public build of UE 5.4 is probably your best bet if you're not building UE from source. You'll encounter problems if you attempt to build and package an app to run natively on your ML2 using the UE 5.4 store build, but it should work fine for remote render.

From the log, it looks like you need to use a different version of MSVC, but you might also want to go through the visual studio section of our getting started guide just to make sure that you have all required workloads.

Hmm. I'm familiar with that warning for the compiler version. It seems to come from having an updated version of VS, which is always just ahead of UE. I've never had any issues with it, and that was how it was set before when everything was working.

I'll try changing it and report back.

Before I do, here's what happened when I repair VS:

When I repair VS, I get the following error:

Here's the log:

Something went wrong with the install.

You can troubleshoot the package failures by:

    1. Search for solutions using the search URL below for each package failure
    2. Modify your selections for the affected workloads or components and then retry the installation
    3. Remove the product from your machine and then install again

If the issue has already been reported on the Developer Community, you can find solutions or workarounds there. If the issue has not been reported, we encourage you to create a new issue so that other developers will be able to find solutions or workarounds. You can create a new issue from within the Visual Studio Installer in the upper-right hand corner using the "Provide feedback" button.

================================================================================

Package 'UnrealEngineV1,version=1.3.93.0' failed to repair.
    Search URL
        https://aka.ms/VSSetupErrorReports?q=PackageId=UnrealEngineV1;PackageAction=Repair;ReturnCode=1603
    Details
        MSI: C:\ProgramData\Microsoft\VisualStudio\Packages\UnrealEngineV1,version=1.3.93.0\packages\UnrealEngineV1\EpicGameLauncher.msi, Properties:  REBOOT=ReallySuppress  INSTALLDIR="C:\Program Files (x86)\Epic Games"  REINSTALL=ALL  REINSTALLMODE="cmuse" IGNOREDEPENDENCIES=ALL 
        Return code: 1603
        Return code details: Fatal error during installation.
        Message Details: Epic Games Launcher is currently running and the Setup Wizard can not continue.  Please close the Epic Games Launcher and run the Setup Wizard again.
    Log
        C:\Users\ch729d\AppData\Local\Temp\dd_setup_20250109105952_692_UnrealEngineV1.log
    Impacted workloads
        Game development with C++ (Microsoft.VisualStudio.Workload.NativeGame,version=17.12.35410.122,productarch=x64)
    Impacted components
        Unreal Engine installer (Component.Unreal,version=17.12.35410.122)

I followed the link:
https://developercommunity.visualstudio.com/t/PackageId:UnrealEngineV1;PackageAction:R/10813935

I closed the Launcher and deleted the file they recommended, then repaired again, and still got the error.

I'm just posting it to see if it gives you any ideas.

Now I've reinstalled VS, configured it per the documentation, and it is still not working.

Hm, you might try reaching out on Unreal's forums since you don't seem to be able to build an empty UE project with your environment configuration.

Btw, here's a screenshot of the msvc tools versions that I have installed. (using vs pro 2022 v17.12.3) You may need to ensure that you have a particular compiler version. You could also try removing v14.42 of the tools, ensure 14.38 is installed, regenerate project files and then try. You can run the vs installer and click Modify to change the components that you have installed.

Hi Adam,

I've been working with Epic Games the past few days and I finally found the issue earlier today. Here's what happened:

Originally, I was on VS 17.11 with MSVC set to "Latest". While UE would put up a warning that this wasn't the preferred MSVC, everything still worked and would compile. It was close enough, I guess.

When I was troubleshooting the error from the ML plugin, I opened VS to make the code change to the ML plugin and, without thinking much of it, updated VS.

I've come to find out that this update is what broke everything. Doing so updated VS to 17.12.3, which the "Latest" MSVC is apparently was too far ahead and brakes UE 5.4's (and 5.5) ability to compile. This is what I missed. I mistakenly assumed it was the changes I had made to the plugin that had broke everything.

To make matters worse, when I reinstalled VS and set the settings, I accidentally set MSVC to VS 2022 C++ ARM build tools (v14.38-17.8), instead of VS 2022 C++ x64/x86 build tools (v14.38-17.8). A subtle difference but apparently a critical one.

Anyways, in the end, it was an incorrect MSVC that was the culprit. I selected VS 2022 C++ x64/x86 build tools (v14.38-17.8) and everything compiled, including the ML plugin.

I still need to go back and try that change the the plugin, mentioned in the other thread, but ran out of time.

Anyways, I'm up and running again. Thanks for your help with this.

Getting back to the original topic. I have made the change to the plug code:

But I am still getting the error. Here's the Output log:

LogDebuggerCommands: Repeating last play command: VR Preview
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogPlayLevel: Creating play world package: /Game/MyStuff/Levels/UEDPIE_0_TestMap
LogPlayLevel: PIE: StaticDuplicateObject took: (0.001321s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/MyStuff/Levels/TestMap.TestMap to /Game/MyStuff/Levels/UEDPIE_0_TestMap.TestMap (0.001351s)
LogUObjectHash: Compacting FUObjectHashTables data took   0.87ms
LogWorldMetrics: [UWorldMetricsSubsystem::Initialize]
LogRenderer: SceneCulling instance hierarchy is disabled as UseNanite(PCD3D_SM5) returned false, for scene: 'World /Game/MyStuff/Levels/UEDPIE_0_TestMap.TestMap'.
LogPlayLevel: PIE: World Init took: (0.000767s)
LogAudio: Display: Creating Audio Device:                 Id: 5, Scope: Unique, Realtime: True
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display:     Sample Rate:                          48000
LogAudioMixer: Display:     Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display:     Callback Buffer Frame Size To Use:    1024
LogAudioMixer: Display:     Number of buffers to queue:           1
LogAudioMixer: Display:     Max Channels (voices):                32
LogAudioMixer: Display:     Number of Async Source Workers:       4
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Audio Spatialization Plugin: None (built-in).
LogAudio: Display: Audio Reverb Plugin: None (built-in).
LogAudio: Display: Audio Occlusion Plugin: None (built-in).
LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2'
LogAudioMixer: Display: Using Audio Hardware Device DELL U3818DW (2- HD Audio Driver for Display Audio)
LogAudioMixer: Display: Initializing Sound Submixes...
LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault'
LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault'
LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=5
LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048, InstanceID=5
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=5
LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time. InstanceID=5
LogInit: FAudioDevice initialized with ID 5.
LogAudio: Display: Audio Device (ID: 5) registered with world 'TestMap'.
LogAudioMixer: Initializing Audio Bus Subsystem for audio device with ID 5
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogLoad: Game class is 'GM_ML2_C'
LogWorld: Bringing World /Game/MyStuff/Levels/UEDPIE_0_TestMap.TestMap up for play (max tick rate 0) at 2025.01.14-16.31.49
LogWorld: Bringing up level for play took: 0.000826
LogOnline: OSS: Created online subsystem instance for: :Context_10
PIE: Server logged in
PIE: Play in editor total start time 0.164 seconds.
LogHMD: Warning: No UPlayerMappableInputConfig provided in the OpenXR Input project settings, action bindings will not be visible to the OpenXR runtime. Action/Axis mappings from the Input configuration are deprecated for XR in favor of Enhanced Input.
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogHMD: Warning: Requesting 10 bit swapchain, but not supported: fall back to 8bpc
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogMagicLeapMarkerTracking: Error: Tick: xrSnapshotMarkerDetectorML failure XR_ERROR_HANDLE_INVALID
LogBlueprintUserMessages: [Pawn_ML2_C_0] PAWN_ML2 > BUMPER PRESSED
LogBlueprintUserMessages: [Pawn_ML2_C_0] BP_ML2 >>> START NEW TRACKING
LogProfilingDebugging: Allocated a 1024 x 1024 texture for HMD canvas layer
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] *** BP_BOX: NEW ACTIVE MARKER ID: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 11
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 17
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> MARKER ID 17 CANNOT FIND MATCHING MARKER COMPONENT ***
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 01
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 1
LogBlueprintUserMessages: [BP_Box_C_1] *** BP_BOX: NEW ACTIVE MARKER ID: 1
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 01
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 1
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] *** BP_BOX: NEW ACTIVE MARKER ID: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 00
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 0
LogBlueprintUserMessages: [BP_Box_C_1] *** BP_BOX: NEW ACTIVE MARKER ID: 0
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 01
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 1
LogBlueprintUserMessages: [BP_Box_C_1] *** BP_BOX: NEW ACTIVE MARKER ID: 1
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] *** BP_BOX: NEW ACTIVE MARKER ID: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 02
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 2
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 00
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 0
LogBlueprintUserMessages: [BP_Box_C_1] *** BP_BOX: NEW ACTIVE MARKER ID: 0
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-16 STRING VALUE: 11
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> BASE-10 INT VALUE: 17
LogBlueprintUserMessages: [BP_Box_C_1] BP_BOX >>> MARKER ID 17 CANNOT FIND MATCHING MARKER COMPONENT ***
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogWorld: BeginTearingDown for /Game/MyStuff/Levels/UEDPIE_0_TestMap
LogSlate: Window 'ML_Testing Preview [NetMode: Standalone 0]  (64-bit/PC D3D SM5) OpenXR  '1.16.92' (1.16.92)' being destroyed
LogWorld: UWorld::CleanupWorld for TestMap, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogWorldMetrics: [UWorldMetricsSubsystem::Deinitialize]
LogWorldMetrics: [UWorldMetricsSubsystem::Clear]
LogPlayLevel: Display: Shutting down PIE online subsystems
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogAudioMixer: Deinitializing Audio Bus Subsystem for audio device with ID 5
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=5
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called. InstanceID=5
LogUObjectHash: Compacting FUObjectHashTables data took   0.82ms
LogPlayLevel: Display: Destroying online subsystem :Context_10
LogFileHelpers: InternalPromptForCheckoutAndSave started...
OBJ SavePackage: Generating thumbnails for [0] asset(s) in package [/Game/MyStuff/Blueprints/Pawn_ML2] ([2] browsable assets)...
OBJ SavePackage: Finished generating thumbnails for package [/Game/MyStuff/Blueprints/Pawn_ML2]
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/MyStuff/Blueprints/Pawn_ML2" FILE="../../../../../../_PROJECTS/PSCC AR/UE/ML_Testing3/Content/MyStuff/Blueprints/Pawn_ML2.uasset" SILENT=true
LogSavePackage: Moving output files for package: /Game/MyStuff/Blueprints/Pawn_ML2
LogSavePackage: Moving '../../../../../../_PROJECTS/PSCC AR/UE/ML_Testing3/Saved/Pawn_ML21BE65A2242559E0064D80BACCF49C4BB.tmp' to '../../../../../../_PROJECTS/PSCC AR/UE/ML_Testing3/Content/MyStuff/Blueprints/Pawn_ML2.uasset'
LogFileHelpers: InternalPromptForCheckoutAndSave took 92.656 ms (total: 837.295 ms)
LogContentValidation: Display: Starting to validate 1 assets
LogContentValidation: Enabled validators:
LogContentValidation:     /Script/DataValidation.DirtyFilesChangelistValidator
LogContentValidation:     /Script/DataValidation.EditorValidator_Localization
LogContentValidation:     /Script/DataValidation.WorldPartitionChangelistValidator
LogContentValidation: Display: Validating asset /Game/MyStuff/Blueprints/Pawn_ML2.Pawn_ML2
AssetCheck: /Game/MyStuff/Blueprints/Pawn_ML2 Validating asset
LogFileHelpers: InternalPromptForCheckoutAndSave started...
OBJ SavePackage: Generating thumbnails for [2] asset(s) in package [/Game/MyStuff/Blueprints/BP_Box] ([2] browsable assets)...
OBJ SavePackage:     Rendered thumbnail for [Blueprint /Game/MyStuff/Blueprints/BP_Box.BP_Box]
OBJ SavePackage: Finished generating thumbnails for package [/Game/MyStuff/Blueprints/BP_Box]
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/MyStuff/Blueprints/BP_Box" FILE="../../../../../../_PROJECTS/PSCC AR/UE/ML_Testing3/Content/MyStuff/Blueprints/BP_Box.uasset" SILENT=true
LogSavePackage: Moving output files for package: /Game/MyStuff/Blueprints/BP_Box
LogSavePackage: Moving '../../../../../../_PROJECTS/PSCC AR/UE/ML_Testing3/Saved/BP_BoxD2631BD64652BBD7E3CD10A0291B4470.tmp' to '../../../../../../_PROJECTS/PSCC AR/UE/ML_Testing3/Content/MyStuff/Blueprints/BP_Box.uasset'
LogFileHelpers: InternalPromptForCheckoutAndSave took 119.316 ms (total: 956.612 ms)
LogContentValidation: Display: Starting to validate 1 assets
LogContentValidation: Enabled validators:
LogContentValidation:     /Script/DataValidation.DirtyFilesChangelistValidator
LogContentValidation:     /Script/DataValidation.EditorValidator_Localization
LogContentValidation:     /Script/DataValidation.WorldPartitionChangelistValidator
LogContentValidation: Display: Validating asset /Game/MyStuff/Blueprints/BP_Box.BP_Box
AssetCheck: /Game/MyStuff/Blueprints/BP_Box Validating asset
LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 2044.252563
LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 2044.923950, Update Interval: 357.447449

Interestingly, it looks like the error message stops when I click the Bumper to start the marker detection.

When I start the game, I add a Tracking component but don't activate it:

I then toggle the marker tracking on and off using the Bumper:

On thing I have noticed is that "Activate" seems to activate the marker tracking, but "Deactivate" doesn't stop it. The only way I've found to stop tracking is to Unbind Event from the Result Delegate.

Is this expected? Is it inefficient to stop tracking this way? What is best practice for stopping and restarting marker tracking?

Thanks.

Hey @pon because the topic has gotten so long, do you mind creating a new topic and summarizing the repro steps, and the existing steps you took to troubleshoot? Just to make the issue easier for someone to understand if they weren't following the topic closely.

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