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Interaction 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.Solvedngdannenberg4 months agoExplorer79Views0likes1CommentHow to increase MaxUObjects for Android?
Working with UE 5.3.2 I want to increase the MaxUObjectsInGame for an Android device. I already added a Project/Config/Android/DefaultAndroidEngine.ini where I set gc.MaxObjectsInGame and gc.MaxObjectsInProgram. I also looked into calling FUObjectArray::AllocateObjectPool() but I do not know if there is a correct time in my project to do that. The earliest time to do that that I can think of is GameInstance::Init which is too late, since UObjects were already created. It fails at check(ObjObjects.Num() == 0);. Thank you.SolvedJulianPW4 months agoExplorer42Views0likes2CommentsIssues 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.SolvedStaticjpl4 months agoHonored Guest103Views0likes1CommentController driven hands don't trigger custom grab poses in Interaction SDK
Hello, in the Interaction SDK sample if I use controller driven hands and try to grab the mug I can pick up the mug by pressing the controller side button, but it just "sticks" to my hand and the custom grab poses are never triggered. Pure hand tracking does trigger the custom poses. Are custom grab poses supported for controller driven hands? I'm currently using the "Hands Only" procedural controller hand behavior on my VR pawn blueprint. I would like to grab objects while holding a controller, but still use the custom poses so the virtual hand wraps around the objects more naturally. I'm using a Quest 3 headset and Unreal 5.5 with the Meta interaction SDK plugin v77.Solvedtrs704 months agoExplorer115Views0likes4CommentsDisabling RayInteractor
Good Afternoon, Unreal Engine Version: 5.5.4 Meta Interaction SDK Version: v77.0.0 We've set up a IsdkHandRigComponent on our Pawn and are using ray interactions to highlight and select objects in a scene. We want to disable the Ray Interactor during parts of the level so that the player isn't able to interact with objects, but we haven't found a solution yet. We've tried disabling the interactable but the cursor still appears when the player hovers the hand over the object. We've considered simply disabling the niagara systems that the UIsdkRayVisualComponent uses but that seems like a bandaid rather than an actual solution. Is there any way to disable the interactor on the pawns side? We've come across the UIsdkConditional class which might be what we're looking for but can't find any supporting documentation/samples to figure out how to use it. CheersSolvedBTR_Josh5 months agoExplorer97Views0likes3CommentsHow To Use FIsdkDigitRangeParams
Good Afternoon, Unreal Engine Version: 5.5.4 Meta Interaction SDK Version: v77.0.0 We're currently trying to create a system to recognise hand poses using the UIsdkHandDigitRecognizer class. We're trying to find documentation about how to use the FIsdkDigitRangeParams struct and what ranges these values work in. We're assuming that it uses a normalized range (e.g. for CalcType::Curl, 0 is a straight finger and 1 is completely curled), but would like some clarification as to how these values are intended to be used. If there are any samples that show an example of the UIsdkHandDigitRecognizerbeing used with the FIsdkDigitRangeParams struct, that would be best. Cheers.SolvedBTR_Josh5 months agoExplorer98Views0likes4CommentsUnable to find UE5 equivalent documentation on WebCamTexture
Hi all, I've found out that with MetaXR's Passthrough API, using Unity, you can access the WebCamTexture to display on, for example, a plane. I'm in need of this feature in my project made using Unreal 5 and the lastest MetaXR plugin yet I cannot find any information or documentation on how to do so. Going through the C++ files I fail to find any references to that system or equivalent. Why is this missing? Kind regards, Stijn SimonsSolvedstijnscanbie5 months agoExplorer167Views0likes10Commentscustom hand mesh in Interaction SDK
I followed the instructions about how to add custom hand meshes within the Interaction SDK. So i tried it with the Unreal XR hand meshes, since I have many grab animations and other hand meshes that use its skeleton. Hand and finger tracking is working fine, but there is a strange distortion with the hand mesh. It seem to be caused by skin weighting, but I couldn't find any issue so far. In addition, the Unreal XR hand has the pose of the Oculus hand. Here is the my modified left UnrealXR hand, with the renamed bones and the bones added for finger tips, according to the documentation. If anyone has an idea what is causing that issue or has a solution, please let me know.I've been trying for days to use the UnrealXR hand meshes with finger tracking and I'm about to go crazy.SolvedOrbitalZones5 months agoExplorer191Views0likes3Comments- VirtualVillain6 months agoHonored Guest1.1KViews0likes7Comments
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