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Oculus-VR github fork and 5.5.3
I have a question about the Oculus fork of the engine on github. https://github.com/Oculus-VR/UnrealEngine It is currently on 5.5. Epic has released 3 hotfixes 5.5.1, 5.5.2, and 5.5.3 that contain numerous bug fixes. Are there plans to update the fork on github with these hotfixes? Confused when starting a new project whether it is better to go with Vanilla 5.5.3 and just use the integration or use the 5.5.0 fork? It seems the github fork is the way to go based on https://developers.meta.com/horizon/documentation/unreal/unreal-compatibility-matrix/. But then are we all supposed to individually try to apply the 5.5.1, 5.5.2, 5.5.3 hotfixes? It would make sense for Meta to update the github release to 5.5.3 - and then everyone would benefit? Are there specific problems with the hotfixes? Thanks for any feedback/advice/tipsbobcober3 months agoProtege1.7KViews1like11CommentsBuilding Oculus-Fork for Linux?
Hi, has anyone ever successfully build AND run the 4.27 branch of the Oculus fork of UnrealEngine? On my Ubuntu machine (Epics favourite distribution), I can check out the original Code from Epic, and then its a simple "Setup/GenerateProjectFiles/make", and we are good to go. Also creating an InstalledBuild is no problem, The editor starts just fine. (BTW, why cant it be so simple under Windows, instead of having to mess around with VisualStudio?!?) If I do the same with the Oculus fork, the system can be build just as well, but as soon as I start the UE4Editor, I get a lot of errors while it is compiling the shaders LogSerialization: Error: Invalid boolean encountered while reading archive TMemoryHasherTemplate - stream is most likely corrupted. and at about 84%, the editor will crash: Caught signal 11 Segmentation fault libUE4Editor-Core.so!FUnixPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [/prj/UnrealEngine_ocu_427/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp:693] libUE4Editor-Core.so!FGenericPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*) [/prj/UnrealEngine_ocu_427/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformStackWalk.cpp:191] libUE4Editor-Core.so!FUnixCrashContext::CaptureStackTrace() [/prj/UnrealEngine_ocu_427/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformCrashContext.cpp:291] libUE4Editor-UnixCommonStartup.so!CommonUnixCrashHandler(FGenericCrashContext const&) [/prj/UnrealEngine_ocu_427/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:35] libUE4Editor-Core.so!PlatformCrashHandler(int, siginfo_t*, void*) [/prj/UnrealEngine_ocu_427/Engine/Source/Runtime/Core/Private/Unix/UnixPlatformCrashContext.cpp:853] libc.so.6!UnknownFunction(0x4532f) Has anybody a idea? Or did at least someone successfully build and run this? Thanks, Haukecookiejar23 months agoProtege61Views0likes2CommentsOculus fork still necessary?
Hi, I'm coming back to Quest development with Unreal, tinkering around again with my pet-project. When we started that a few years ago, 4.27 was the version one would use, and if you wanted to use things like Application Space Warp, using the Meta fork was a must. (maybe I should say that I'm targeting Standalone VR, not PC-VR.) Does this still hold true, though? Or did the changes Oculus made to Epics source code also find their way back into Epics code? What would I be missing out if I went with "plain-vanilla" from Epic instead of the Oculus-fork? Having to build from source is really a PITA, especially if you want to use Linux as a dev environment and not Windows. Would be happy to hear your comments! Haukecookiejar23 months agoProtege62Views0likes1CommentISDK hand tracking issues
I posted this on reddit already. I am having issues implementing hand tracking with Meta XR Plugin and ISDK in UE5.5. Have tried both the ISDK sample project and setting things up from scratch according to the docs. I did it on two different PCs. I am using Virtual Desktop on my Quest Pro. Handtracking inside Horizon Os and VD works perfectly fine. Even when I have no controller in my hand it would show the controller setup. I am able to grab stuff with that crooked hand but pinching does not seem to work, however, I can access the menus by rotating my hand and tabbing. If I set hand tracking to "Hands only", it would neither show hands nor controllers but I can still access the menu using the mentioned gesture. Any idea what is going on here?erik.erik.1233 months agoHonored Guest56Views0likes0CommentsGrabbed object with custom pose "wiggles" when moving controller or hands rapidly back and forth
I posted an issue at https://github.com/oculus-samples/Unreal-InteractionSDK-Sample/issues/16 but adding here for visibility also. I found that if I grabbed an object with a custom pose and moved the controller back and forth quickly the grabbed object doesn't seem to to track my virtual hand quite right. It kind of looks like the object "wiggles" or jiggles/lags behind the hands. This was only happening with pose mode set to "Snap Object to Pose". I tracked it down to CalculateInteractorSnapTransform() in OculusInteraction\Private\Interaction\Grabbable\IsdkGrabTransformerComponent.cpp but I'm not sure the best way to fix. I notice some of the other branches in UIsdkGrabTransformerComponent::UpdateTransform() end up calling TransformTarget->SetRelativeTransform(TargetRelativeTransform); which doesn't exhibit the issue. Hands tracking also seems to have the same issue. I asked Gemini for a solution and it suggested this code: FTransform UIsdkGrabTransformerComponent::CalculateInteractorSnapTransform( FTransform& TargetTransformIn, FTransform& InteractorTransformIn) { const FTransform OffsetInverse = InteractorSnapOffset.Inverse(); const FTransform FinalTransform = OffsetInverse * InteractorTransformIn; return FinalTransform; } It did fix the problem, but I'm not sure what other purposes the original code had as it was more complex. Thanks!trs703 months agoExplorer35Views0likes0CommentsIssues with Oculus Debugger for VS Code
Hello all, I've been trying to get debug attachment to running process on headset for two days now. I normally use Rider but I had installed and setup VSCode to use the Oculus Debugger. I however was not able to attach a running instance on headset. I get an error where the Oculus Plugin doesn't download the LLDB files Here is the Log. Create debug adapter with configuration: {"name":"Oculus (Development) Attach","request":"attach","type":"fb-lldb","android":{"application":{"package":"com.example.project","activity":"com.epicgames.unreal.GameActivity"},"lldbConfig":{"librarySearchPaths":["\\\"C:/PROJECT/Binaries/Android/Symbols_arm64\\\""],"lldbPreTargetCreateCommands":["command script import \\\"C:/PROJECT/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py\\\""],"lldbPostTargetCreateCommands":["process handle --pass true --stop false --notify true SIGILL"]}},"__configurationTarget":5,"terminateCommands":[]} C:\Users\User\.oculus_debugger_runtime Exists! C:\Users\User\.oculus_debugger_runtime Exists! Previous download directory exists, removing C:\Users\User\.oculus_debugger_runtime\lldb Previous download directory exists, removing C:\Users\User\.oculus_debugger_runtime\debugcito Exception: Error: Can't download LLDB: invalid content length Stack trace: {Error: Can't download LLDB: invalid content length at c:\Users\User\.vscode\extensions\oculus.oculus-vscode-debugger-1.0.8\dist\extension.js:17:39876 at new Promise (<anonymous>) at c:\Users\User\.vscode\extensions\oculus.oculus-vscode-debugger-1.0.8\dist\extension.js:17:39747 at process.processTicksAndRejections (node:internal/process/task_queues:105:5) at async Ee._downloadWithProgress (c:\Users\User\.vscode\extensions\oculus.oculus-vscode-debugger-1.0.8\dist\extension.js:17:39572) at async Ee._downloadAndInstallWithProgress (c:\Users\User\.vscode\extensions\oculus.oculus-vscode-debugger-1.0.8\dist\extension.js:17:39295)} Exception: Error: Can't download Oculus Runtime: invalid content length Stack trace: {Error: Can't download Oculus Runtime: invalid content length at c:\Users\User\.vscode\extensions\oculus.oculus-vscode-debugger-1.0.8\dist\extension.js:17:39876 at new Promise (<anonymous>) at c:\Users\User\.vscode\extensions\oculus.oculus-vscode-debugger-1.0.8\dist\extension.js:17:39747 at process.processTicksAndRejections (node:internal/process/task_queues:105:5) at async Ee._downloadWithProgress (c:\Users\User\.vscode\extensions\oculus.oculus-vscode-debugger-1.0.8\dist\extension.js:17:39572) at async Ee._downloadAndInstallWithProgress (c:\Users\User\.vscode\extensions\oculus.oculus-vscode-debugger-1.0.8\dist\extension.js:17:39295)} After this I gave up so I tried installing lldb-server manually onto the headset and was able to get the server running and connect to it via VSCode running using my own launch commands. I got pretty close but I wasn't able to properly attach with permissions of the running game. Instead it was default attaching to a 0 stub process. If anyone can figure out how I can actually hit break points in C++ on the running process of the headset. I've verified that the apk I side loaded is debugable and everything seems fine. Setting up a working system like this seems like undocumented territory.SolvedStaticjpl3 months agoHonored Guest93Views0likes1CommentWhy can I see individual pixels (RGB) in my vr and other screens?
I'd thought id ask in here as its the worst in vr I have an oculus quest 2 / meta quest 2 and Its not any settings on vr or pc vr its like vr is almost in 480p. I got others to check my vr for me and they say its fine. am I going blind? whats going on? it makes vr games unplayablemakilra23 months agoHonored Guest16Views0likes1CommentUE DEBUGGING Advice
Looking for some advice on how to Debug my standalone game. I have my game (UE 5.5.4) that until recently was compiling with no problems and the build was working on my headset. It recently stopped working completely and crashes as soon as the app starts on the headset. I tried migrating my project to a fresh install and same result. I have been trying to debug the problem but struggling to work out what tool I need to use. Have tried using the Meta Dev App/Device Logs but I cannot see what exactly in the warnings is triggering the crash when the app starts. As far as I can see nothing specific to my game is flagged in the warnings. If I run the app in UE using the Meta simulator it runs fine. If I run it via VR PREVIEW/PIE it runs fine. If I change the game level and instance to the standard VR template level and Game Instance - I can get the VR template level to load in headset so I know that building/compiling/Android settings are working in theory Can anyone give me any pointers on tips/tricks/tools to debugging problems in my UE blueprints from a standalone build in headset?fnordcorps3 months agoHonored Guest20Views0likes0CommentsInteraction SDK for Unreal Engine
It's a simple question, in the IsdkSamplePawn, in the EventGrapth, when I add an Enhanced Input Action (for example IA_AButton_Down) , when I press the A button nothing happens. What I need is to listing the inputs from the hands or controllers so I can call actions for them ( for example I can build a Teleport sistem taken from the UE Vr Template ). Thanks.Solvedngdannenberg3 months agoExplorer72Views0likes1Comment
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