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ISDK 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.1236 months agoHonored Guest79Views0likes0CommentsGrabbed 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!trs706 months agoStart Member46Views0likes0CommentsOculus 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! Haukecookiejar26 months agoProtege114Views0likes1CommentBuilding 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, Haukecookiejar26 months agoProtege92Views0likes2CommentsWhy 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 unplayablemakilra26 months agoHonored Guest44Views0likes1CommentUE 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?fnordcorps6 months agoHonored Guest27Views0likes0CommentsPost-process tint not working with r.Mobile.TonemapSubpass on Quest 3, UE 5.4.4 + Meta XR v71
Hi everyone, I'm developing a VR project for the Meta Quest 3 using Unreal Engine 5.4.4 (official Epic branch, not Meta fork) with the Meta XR plugin v71. I'm running into an issue with controlling tone mapping and applying scene tints using post-process volumes. Issue Summary: I need a post-process volume to adjust tint for a specific area via color grading. I followed the official Meta documentation for tone mapping (link) and enabled r.Mobile.TonemapSubpass=1. Even after disabling all post-process volumes (including those attached to my VR pawn), the scene is still globally tone mapped. When I activate my custom post-process volume, the intended tint effect does not show up. Questions: Is there a reliable workflow for toggling tone mapping, or controlling post-process volume tints (e.g. Scene Color Tint, Color Grading LUT) in a localized area on Meta Quest 3 with Unreal Engine 5.4.4? Are there known engine/plugin bugs or limitations with tone mapping or post-process tint effects when using the Mobile Tonemap Subpass option? Is this issue present in the official Epic branch with Meta XR 71? Are there any recommended workarounds or specific settings to enable area-selective tinting, or a timeline for fixes if this is a recognized problem? Background: I have tested enabling/disabling volumes, used “Infinite Extent (Unbound)”, and tried runtime toggling via Blueprint and console commands. The problem persists both in-editor and on device. Any insight, workaround, or official update from Epic/Meta would be hugely appreciated, as proper localized tint control is critical for my project’s visual design! Thanks in advance!liam.1988316 months agoHonored Guest142Views1like0CommentsMetaquest 3 with vive trackers and IRL objects
Hi, I am trying to add two vive tracker 3.0s to my unreal project (v 5.5) that was running fine with my Metaquest 3. I have been googling and reading forums, but I cannot seem to find a way (or a plugin combination) to have the active tracking from the trackers working along with the Metaquest HMD. I have to disable the MetaXR plugin to get the trackers to appear in LiveLink (that have been set up in SteamVR) which means I can't preview in VR through the headset. It would be Ideal to transfer the calibrated locations (currently using Space Calibrator app) of the trackers to the starting point in the Unreal Engine so I can align the tracker on the irl objects, with the trackers attached to their digital doubles, correctly. My trials have also included using the -xrtrackingonly tag to start up the editor. Any assistance much appreciated. Kind Regards, Nathan.SneakyJester6 months agoHonored Guest35Views0likes0CommentsSideload v81 some missing setting
I sideloaded the v81 firmware, I see changes but I can't activate the new navigator, and I can't pin applications in the horizon world. I thought I could at least enable the navigator ui which I never tried .. I'm disappointed to see that it's not necessarily included.sulagmu17 months agoHonored Guest156Views0likes1Commentv77 Grab Hand Pose Translation/Rotation
Hi, I'm using v77 of the Interaction SDK in Unreal 5.5.4 for hand tracking, and am having issues with a HandGrabPose not following the grab location/rotation when using rotation and location transformers. I am using an object setup with multiple grabbable pieces. My blueprint hierarchy is essentially: Mesh -- GrabbableComponent1 -- SubMesh ---- GrabbableComponent2 ------ HandGrabPose GrabTransformer1 (for main mesh, with free transformer) GrabTransformer2 (for sub mesh, with translate constraint applied) The actual interactions of the meshes work without issue. I can grab the main mesh, and grab the submesh to move it with its translation applied. My HandGrabPose component has the following properties set: The initial posing is fine and the hand will move to the intended pose position, but as the submesh is moved, the hand pose stays in the same location rather than following the submesh as I would like. Looking at the source for hand poses, I can see that the hand pose override is set via a call in OculusInteractionPrebuilts/Rig/IsdkHandPoseRigModifier to HandMeshComponent->SetHandPoseOverride once the grab state changes to Selected, but as this is only called upon initial grab, the required RootPoseOffset does not get updated upon translation/rotation of the grabbed component. This is not an issue for components with only one grabbable where the entire object will be moved and thus the offset remains constant, but for my case with sub-objects the pose offset obviously does change but the hand remains in its initial location. Has anyone run into a similar issue and could recommend a solution or workaround? I'd be happy to provide more information on my setup if needed. Thanks!rmccloskey87 months agoExplorer90Views0likes2Comments
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