Recent Discussions
Reference Space Setup
Is there a way to simply reference my space from "Space Setup". In the headset under "Settings/Environment setup/Space setup" I saved a space called "Basement". I would like to use that information to align my level. I created a haunted house for my garage and I would like to just align my level to my space/play area for a real time walk-through. What are the steps in Blueprint to reference this information?UlringOfDeath4 days agoHonored Guest0likes0CommentsUnreal Shared Anchor Sample
I'm running the Shared Anchors Sample as a Rift app via Air Link from PC. Anchors save locally, but I can’t share them with other users — the UserIDs array is empty during the session. I’ve set up the app in the Meta dashboard and have an App ID. How can I retrieve connected user IDs to enable anchor sharing in a multi-user session? I have a local game running on mutiple pc connected to mutiple vr. Player do join same session I can see cubes being replicated not in same place ofcourse.Muqeet.19994 days agoHonored Guest0likes0CommentsFade Track in Level Sequence not working after APK build for VR
Hi everyone, I'm currently facing an issue with the Fade Track in Level Sequence when running a project in Unreal Engine VR on Android. When I test the sequence using VR Preview in the Editor, everything works as expected — the Fade Track works correctly. However, after I build the project to an APK for VR (Android), the Fade Track no longer works. The sequence plays, but the fade effect doesn’t appear at all. I’m not sure why this happens only in the packaged build. Is there something I need to enable or configure for Fade Tracks to work on Android/VR? Any help or suggestions would be greatly appreciated. Thanks in advance! Engine: UE 5.5 Device: Meta Quest 3s Fade Track added to: Cine Camera ActorTuanDevTrai7 days agoHonored Guest1like1CommentUse Take Recorder to record animations from tracked hands
Hi everyone, I have hand tracking activated and am trying to record the hand components using the Take Recorder plugin. My goal is to capture hand animations which I can later on apply to a NPC without having to manually animate hand poses. I was able to record animations from the official HandSample when using the controllers to manipulate the hand mesh. But when switching to hand tracking the hand poses are not recorded. Instead, only rotation and position of the hand component are stored in the sequence. I hope I managed to express what I am trying to achieve in a comprehensible manner. Has anyone tried to record hand animations from tracked hands using Take Recorder before and got it running? Or has an idea what I am missing? Thanks for your help!SolvedLaramena8 days agoExplorer0likes11CommentsSecurity Vulnerability "IP Sniffer script will show everyone's IP while playing multiplayer games"
If anyone runs this script below on their Quest 3 using developer mode & ADB will be able to see everyone's ip address in multiple multiplayer games. This is dangerous because if I'm able to run this script it opens the door for other scripts that could potentially be more dangerous in the future. It will show a HUD with a list of everyone's ip addresses in the lobby your currently connected to, and will refresh every time you join a different lobby in game. I've noticed when I'm the only player in a public or private lobby it will not show my IP Address until another player joins then it'll be shown along with the IP Address of another player. This is a huge issue because for hackers that use SSH Reverse shell can gain access to their devices see all their files it's bad. #!/system/bin/sh INTERFACE=$(ip route get 8.8.8.8 | awk '{print $5; exit}') MY_IP=$(ip addr show "$INTERFACE" | grep 'inet ' | awk '{print $2}' | cut -d'/' -f1) /data/local/tmp/tcpdump -i "$INTERFACE" -nn -c 200 2>/dev/null | \ grep -oE '[0-9]+\.[0-9]+\.[0-9]+\.[0-9]+' | \ grep -v "$MY_IP" | sort -u > /sdcard/peer_ips.txt IPS=$(cat /sdcard/peer_ips.txt) [ -n "$IPS" ] && termux-toast -g bottom -s "$IPS"SilentMan10019 days agoHonored Guest0likes3Comments- VirtualVillain10 days agoHonored Guest0likes4Comments
'[App] isn't responding' window pops up repeatedly on Quest 3 but not Quest 2. Oculus UE 5.3.2
EDIT 7/2/2025: Solved by moving the function call UAudioCaptureAndroid::AndroidAskPermission(); from BeginPlay of an actor on app launch, to a more appropriate time. An artifact from a junior developer years ago that only started causing a serious problem in recent weeks for some reason. Hello, Our app recently started getting some odd behaviour with the window '[App] isn't responding' popping up. There are two options: 'Close app' and 'Wait'. If you click 'Wait' it pops up again a few seconds later. This doesn't stop happening. The app is built for both Quest 2 and Quest 3, and this only happens on Quest 3. Apart from some frame rate drops while loading levels, the app runs fine on Quest 3 and has a smooth framerate. So It's difficult to put this on a performance problem. The UE5 version is 5.3.2 source built from the Oculus fork commit# 6660f12. The Quest 3 is fully up to date. I am really hoping that the Quest 3 does not expect a newer version of UE5 because I do not want to move the project to another engine version. Is anyone able to help point out what could be causing this? Here is a folder with a log file and recording of the problem. The following lines in the log file are a clue. Has anyone seen this sort of thing before? It makes no sense that my game thread is blocked. The app is running smoothly. The error appears when I am in our splash screen level with very little happening inside of it. 12:57:14.112 1391 1651 W InputDispatcher: Window 82cef00 KaleidoscopeXR.Caregiver_VR/com.epicgames.unreal.GameActivity (server) is unresponsive: 82cef00 KaleidoscopeXR.Caregiver_VR/com.epicgames.unreal.GameActivity (server) is not responding. Waited 5003ms for FocusEvent(hasFocus=true) 12:57:14.112 1391 1651 W InputDispatcher: Canceling events for 82cef00 KaleidoscopeXR.Caregiver_VR/com.epicgames.unreal.GameActivity (server) because it is unresponsive 12:57:14.120 1391 1651 I WindowManager : ANR in Window{82cef00 u0 KaleidoscopeXR.Caregiver_VR/com.epicgames.unreal.GameActivity}. Reason:Input dispatching timed out (82cef00 KaleidoscopeXR.Caregiver_VR/com.epicgames.unreal.GameActivity (server) is not responding. Waited 5003ms for FocusEvent(hasFocus=true)). 12:57:14.129 1391 10588 D ActivityManager: created ANR temporary file:/data/anr/temp_anr_4492015528561699829.txt 12:57:14.129 1391 10588 I ActivityManager: Collecting stacks for pid 10350 into temporary file temp_anr_4492015528561699829.txt The error appears even after a factory reset of the Quest 3. Log file in folder. 13:48:11.330 1339 10106 I ActivityManager: Done dumping 13:48:11.351 1339 10106 E ActivityManager: ANR in KaleidoscopeXR.Caregiver_VR (KaleidoscopeXR.Caregiver_VR/com.epicgames.unreal.GameActivity) 13:48:11.351 1339 10106 E ActivityManager: PID: 9600 13:48:11.351 1339 10106 E ActivityManager: Reason: Input dispatching timed out (71a728e KaleidoscopeXR.Caregiver_VR/com.epicgames.unreal.GameActivity (server) is not responding. Waited 5003ms for FocusEvent(hasFocus=true)). 13:48:11.351 1339 10106 E ActivityManager: Parent: KaleidoscopeXR.Caregiver_VR/com.epicgames.unreal.GameActivity 13:48:11.351 1339 10106 E ActivityManager: ErrorId: 6d3d432b-83d8-4df8-8505-22c7e5da2754 13:48:11.351 1339 10106 E ActivityManager: Frozen: false 13:48:11.351 1339 10106 E ActivityManager: 13:48:11.351 1339 10106 E ActivityManager: OomScoreAdj: 0 13:48:11.351 1339 10106 E ActivityManager: 13:48:11.351 1339 10106 E ActivityManager: Process History: 13:48:11.351 1339 10106 E ActivityManager: Entry 0: timestamp: 364592 Setting shouldNotFreeze to: false 13:48:11.351 1339 10106 E ActivityManager: Entry 1: timestamp: 364592 Changing OomScoreAdj from: -10000 to: 1001 13:48:11.351 1339 10106 E ActivityManager: Entry 2: timestamp: 364594 Changing OomScoreAdj from: 1001 to: 905 13:48:11.351 1339 10106 E ActivityManager: Entry 3: timestamp: 364599 Setting shouldNotFreeze to: false 13:48:11.351 1339 10106 E ActivityManager: Entry 4: timestamp: 364599 Changing OomScoreAdj from: 905 to: 1001 13:48:11.351 1339 10106 E ActivityManager: Entry 5: timestamp: 364601 Changing OomScoreAdj from: 1001 to: 905 13:48:11.351 1339 10106 E ActivityManager: Entry 6: timestamp: 364620 Setting shouldNotFreeze to: false 13:48:11.351 1339 10106 E ActivityManager: Entry 7: timestamp: 364620 Changing OomScoreAdj from: 905 to: 1001 13:48:11.351 1339 10106 E ActivityManager: Entry 8: timestamp: 364620 Changing OomScoreAdj from: 1001 to: 905 13:48:11.351 1339 10106 E ActivityManager: Entry 9: timestamp: 364626 Setting shouldNotFreeze to: false ... 13:48:11.351 1339 10106 E ActivityManager: anr_looper_history: 13:48:11.351 1339 10106 E ActivityManager: ----- Output from /proc/pressure/memory ----- 13:48:11.351 1339 10106 E ActivityManager: some avg10=2.87 avg60=2.48 avg300=0.67 total=2300514 13:48:11.351 1339 10106 E ActivityManager: full avg10=0.95 avg60=0.92 avg300=0.25 total=912770 13:48:11.351 1339 10106 E ActivityManager: ----- End output from /proc/pressure/memory ----- 13:48:11.351 1339 10106 E ActivityManager: ----- Output from /proc/pressure/cpu ----- 13:48:11.351 1339 10106 E ActivityManager: some avg10=10.29 avg60=8.49 avg300=5.21 total=30980015 13:48:11.351 1339 10106 E ActivityManager: ----- End output from /proc/pressure/cpu ----- 13:48:11.351 1339 10106 E ActivityManager: ----- Output from /proc/pressure/io ----- 13:48:11.351 1339 10106 E ActivityManager: some avg10=1.85 avg60=1.11 avg300=0.56 total=4572247 13:48:11.351 1339 10106 E ActivityManager: full avg10=0.46 avg60=0.32 avg300=0.17 total=1820313 13:48:11.351 1339 10106 E ActivityManager: ----- End output from /proc/pressure/io ----- 13:48:11.351 1339 10106 E ActivityManager: ----- Output from /proc/swaps ----- 13:48:11.351 1339 10106 E ActivityManager: Filename Type Size Used Priority 13:48:11.351 1339 10106 E ActivityManager: /data/vendor/flashswap/swap.dat file 524284 0 5 13:48:11.351 1339 10106 E ActivityManager: /dev/block/zram0 partition 4194300 590336 10 13:48:11.351 1339 10106 E ActivityManager: ----- End output from /proc/swaps ----- 13:48:11.351 1339 10106 E ActivityManager: 13:48:11.351 1339 10106 E ActivityManager: CPU Load: 8.22 / 4.75 / 2.18 13:48:11.351 1339 10106 E ActivityManager: CPU usage from 0ms to 6831ms later (2025-06-20 13:48:04.500 to 2025-06-20 13:48:11.330): 13:48:11.351 1339 10106 E ActivityManager: 141% 9600/KaleidoscopeXR.Caregiver_VR: 125% user + 16% kernel / faults: 159530 minor 51 major 13:48:11.351 1339 10106 E ActivityManager: 30% 1721/com.oculus.vrruntimeservice: 25% user + 4.8% kernel / faults: 7279 minor 269 major 13:48:11.351 1339 10106 E ActivityManager: 25% 1076/trackingservice: 20% user + 4.6% kernel / faults: 3498 minor 140 major 13:48:11.351 1339 10106 E ActivityManager: 11% 856/vendor.oculus.hardware.sensors@1.0-service: 6.4% user + 4.9% kernel / faults: 23 minor 1 major 13:48:11.351 1339 10106 E ActivityManager: 11% 2227/com.oculus.vrshell: 6.8% user + 4.5% kernel / faults: 3614 minor 216 major 13:48:11.351 1339 10106 E ActivityManager: 10% 1339/system_server: 5.7% user + 4.3% kernel / faults: 4863 minor 312 major 13:48:11.351 1339 10106 E ActivityManager: 7% 885/audioserver: 5.8% user + 1.1% kernel / faults: 4 major 13:48:11.351 1339 10106 E ActivityManager: 4.6% 826/android.hardware.audio.service: 2.1% user + 2.4% kernel 13:48:11.351 1339 10106 E ActivityManager: 2.4% 377/kgsl_hwsched: 0% user + 2.4% kernel 13:48:11.351 1339 10106 E ActivityManager: 2.3% 1086/syncboss:spi_th: 0% user + 2.3% kernel 13:48:11.351 1339 10106 E ActivityManager: 50% TOTAL: 36% user + 11% kernel + 0.6% iowait + 2.1% irq + 0.1% softirq 13:48:11.351 1339 10106 E ActivityManager: CPU usage from 227ms to 567ms later (2025-06-20 13:48:04.727 to 2025-06-20 13:48:05.067): 13:48:11.351 1339 10106 E ActivityManager: 175% 9600/KaleidoscopeXR.Caregiver_VR: 140% user + 35% kernel / faults: 3015 minor 13:48:11.351 1339 10106 E ActivityManager: 92% 9605/Signal Catcher: 92% user + 0% kernel so on... 13:48:11.353 1339 10106 D ActivityManager: Completed ANR of KaleidoscopeXR.Caregiver_VR in 6907ms, latency 0ms I asked Claude and this is what it said: I have a VR application being developed in Unreal Engine 5 for Meta Quest. It's called Caregiver VR. When I run the app in the Meta Quest 3, a window keeps popping up that says 'Caregiver VR isn't responding' and it gives me the option to close or wait. I am attaching a log file, can you look through it and tell me if you can see any reason for this happening? Edit Looking through your log file, I can see several indicators that point to why you're getting the "Caregiver VR isn't responding" (ANR - Application Not Responding) dialog: Key Issues Identified: 1. Main Thread Blocking The most telling entry is: 17:35:01.099 1245 1269 W WindowOnBackDispatcher: sendCancelIfRunning: isInProgress=falsecallback=android.view.ViewRootImpl$$ExternalSyntheticLambda17@46f0fa4 17:35:01.099 1245 1269 D CoreBackPreview: Window{7f72bf8 u0 Application Not Responding: KaleidoscopeXR.Caregiver_VR}: Setting back callback null This shows the system has detected your app as not responding and is creating the ANR dialog. 2. Performance Issues From the VrApi performance logs: 17:35:01.008 25941 26091 I VrApi: FPS=51/120,Prd=44ms,Tear=0,Early=67,Stale=34 Your app is only achieving 51 FPS instead of the target 120 FPS Frame period is 44ms (should be ~8.33ms for 120Hz) 34 stale frames indicate the app isn't keeping up with the display refresh rate 3. Memory Pressure 17:35:00.554 25941 25986 D UE: memstat: VmRSS: 1285024 kB 17:35:00.554 25941 25986 D UE: memstat: VmSwap: 14892 kB Your app is using about 1.25GB of RAM and has started swapping memory, which can cause performance issues. 4. GPU Performance 17:35:01.008 25941 26091 I VrApi: GPU%=0.96,CPU%=0.90 Both GPU and CPU utilization are very high (96% and 90% respectively), indicating performance bottlenecks. Recommendations: Optimize Rendering Performance Reduce polygon count or LOD complexity Optimize textures and materials Check for expensive shaders or effects Use Unreal's VR performance profiling tools Memory Optimization Reduce texture sizes where possible Implement proper LOD systems Check for memory leaks in blueprints or C++ code Use texture streaming Main Thread Optimization Move heavy computations off the main thread Avoid blocking operations in Tick functions Use async loading for assets Check for infinite loops or expensive operations in blueprints VR-Specific Optimizations Enable Forward Rendering Use Mobile HDR rendering pipeline Implement foveated rendering if available Optimize draw calls and reduce overdraw The ANR is likely occurring because your main thread is being blocked by performance bottlenecks, preventing the app from responding to system events within Android's timeout period (typically 5 seconds). okay but this problem doesn't happen in Quest 2 which is less powerful than Quest 3. Edit That's a very important detail that changes the analysis significantly. If your app runs fine on Quest 2 but has ANR issues on Quest 3, this suggests a Quest 3-specific compatibility issue rather than general performance problems. Looking at the logs with this context, here are the most likely Quest 3-specific causes: Quest 3-Specific Issues: 1. Resolution/Display Differences Quest 3 has a higher resolution than Quest 2: Quest 2: 1832×1920 per eye Quest 3: 2064×2208 per eye From your logs: 17:34:59.857 2500 3182 I [SEO] LayerSwapChainResource: LayerSwapChainResource width(4128), height(2208), swap chain length(3), mips(4) The 4128×2208 resolution indicates Quest 3's higher resolution is being used, which could be causing: Unexpected memory usage spikes Rendering pipeline issues not present at Quest 2's lower resolution UE5 scaling problems with the new resolution 2. Pancake Lens Rendering Pipeline Quest 3 uses pancake lenses vs Quest 2's fresnel lenses, which can affect: Distortion correction algorithms Rendering optimizations that worked on Quest 2 Foveated rendering implementations 3. Mixed Reality Features Quest 3 has passthrough cameras and MR capabilities that Quest 2 lacks: 17:35:00.254 1086 25155 I MRSS: MIXEDREALITY: MrSystemService: FramesetTelemetry 17:35:00.372 2651 25206 I [CT]: MIXEDREALITY: PassthroughApiManager: GetUpdatedLayerState Even if you're not using MR features, the system might be: Running additional background processes Allocating memory for MR systems Interfering with your app's rendering context 4. Snapdragon XR2 Gen 2 Differences Quest 3's newer chipset might have: Different GPU driver behavior Changed memory management Different thermal throttling patterns Updated Vulkan/OpenGL implementations Debugging Recommendations: Check UE5 Quest 3 Settings Verify your project is using the latest Meta XR SDK Check if there are Quest 3-specific rendering settings Look for resolution scaling options in VR settings Test Resolution Scaling Try forcing a lower render resolution to match Quest 2 Use r.ScreenPercentage console command to test different scales Update Dependencies Ensure you're using the latest UE5 version with Quest 3 support Update Meta XR SDK to the newest version Check for any Quest 3-specific patches or hotfixes Memory Investigation Compare memory usage patterns between Quest 2 and Quest 3 The higher resolution might be pushing you over a memory threshold Disable MR Features Try explicitly disabling any mixed reality or passthrough features Check if the issue persists with MR services disabled The fact that it works on the less powerful Quest 2 strongly suggests this is a compatibility/configuration issue rather than a performance bottleneck.slim_sheady1910 days agoExplorer0likes0CommentsApplication SpaceWarp Developer Guide + MetaXR?
Hello. I try use (SpaceWarp) in my project for (VR + Android). In tutorial for activate (SpaceWarp) written, that i need enable (MetaXR) plugin. The question is that I want to use (SpaceWarp) without a plugin (MetaXR). I need use standart (OpenXR). Is it possible or is the plugin (MetaXR) a must?Nizami_Nz15 days agoExplorer0likes1CommentSpaceWarp add prims in game
Hello. I packed the game for (Android) for (Oculus 3). I did it on UE5.4.4 meta fork. In the game I try to enable the (SpaceWarp) function via the command line (r.Mobile.Oculus.SpaceWarp.Enable 1). As soon as I do this, (Prims) in the game increase by 2 times and (FPS) drops accordingly. Maybe I'm doing something wrong? Because if I turn off (SpaceWarp) via the command line (r.Mobile.Oculus.SpaceWarp.Enable 0), then everything returns to normal.Nizami_Nz15 days agoExplorer0likes0CommentsSmooth Transitions between the levels
Hello, I am using "Open level by name" to load the levels. I would like to know how to implement smooth transitions between the levels? May be some fadein and fade out effect. I am using Meta XR plugin 76 and Meta XR Interaction 76 with Unreal Engine 5.5.4. Best regards, Saurabh Saxena Follow me on Youtube(https://www.youtube.com/@DelhiTechnologyClub ) and Instagram(https://www.instagram.com/mesaurabhsaxena/ )MeSaurabhSaxena15 days agoExplorer0likes8Comments