FAQs#

I’m experiencing issues with the instant3Dhub Plugin, such as connection problems, unexpected behavior or runtime crashes. How can I get help?#

Please generate extended logs by increasing the verbosity of some or all of our log categories. These logs will help identify the problem and assist in troubleshooting.

  • For general bugs / unexpected behavior: LogInstant3DHub, LogInstant3DHubJSExecutor

  • For connection related problems: LogInstant3DHubWebBrowser, LogInstant3DHubWebSocketBridge

Our default verbosity is Log. We recommend Verbose for development and debugging purposes. In rare cases VeryVerbose might be helpful, but be aware that this can dramatically increase the performance impact and the size of the logs when used with the LogInstant3DHubJSExecutor or LogInstant3DHubWebSocketBridge categories. Verbose logging is expected to have only a small performance impact.

To change the log level, use one of the default methods provided by Unreal, for example:

  • Console Commands

    • General bugs / unexpected behavior:

      -LogCmds="LogInstant3DHub Verbose, LogInstant3DHubJSExecutor Verbose"
      
    • Connection related problems:

      -LogCmds="LogInstant3DHubWebBrowser Verbose, LogInstant3DHubWebSocketBridge Verbose"
      
    • Combined:

      -LogCmds="LogInstant3DHub Verbose, LogInstant3DHubJSExecutor Verbose, LogInstant3DHubWebBrowser Verbose, LogInstant3DHubWebSocketBridge Verbose"
      
  • Engine Ini File Add the following section to one of the engine ini files in your project (e.g. Config/DefaultEngine.ini, Config/UserEngine.ini). Note that these files affect packaged builds.

    [Core.Log]
    LogInstant3DHub=Verbose
    LogInstant3DHubJSExecutor=Verbose
    LogInstant3DHubWebBrowser=Verbose
    LogInstant3DHubWebSocketBridge=Verbose
    

The log files are located as usual in <Application or Project Directory>/Saved/Logs/.

Send the collected log files and a description of your issue to your contact person at Threedy for further assistance.

Why do I get warnings from the HTTP module?#

LogHttp: Warning: Reached threaded request limit (11)

If you get the warning above, it means you are hitting the concurrency limit of Unreal’s FHttpModule, which is also used by the instant3Dhub plugin. For optimal performance, this should be addressed with configuration changes or by scheduling your own HTTP requests.

For some background, the FHttpModule has a global limit on the number of concurrent requests, which can be set via the Engine.ini file (or using the console variable in newer versions):

Engine Version

Engine.ini setting

Default Value

UE5.4 and before

[HTTP.HttpThread]RunningThreadedRequestLimit

11

UE5.5

[ConsoleVariables]http.MaxConcurrentRequests

unlimited

UE5.6 and later

[ConsoleVariables]http.MaxConcurrentRequests

256

There is a also a second, per-server limit [HTTP]HttpMaxConnectionsPerServer, which defaults to 16.

If a limit is hit, further HTTP requests are queued until a running request finishes, increasing the latency of the later requests.

If you are using UE5.4 and not using the FHttpModule yourself, we recommend simply setting [HTTP.HttpThread]RunningThreadedRequestLimit=256 in your DefaultEngine.ini file. Otherwise, read on.

The instant3Dhub plugin expects that the limit is never reached, so that new requests are processed immediately. This is because some requests are interactive (e.g. transmitting the camera position) and other requests are prioritized and scheduled internally in the plugin, which works best if requests are started promptly.

If you are using the FHttpModule yourself and creating large amounts of requests in burst, this might also hit the concurrency limit and temporarily affect the performance of the instant3Dhub plugin. In this case, we recommend adding some scheduling code to limit the number of concurrent requests you create and setting the global limit accordingly. The instant3Dhub plugin will create a maximum of 16 concurrent requests per connector.