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Rowdywabbid's avatar
Rowdywabbid
Explorer
5 years ago

UE4 Can't get the guardian within the editor.

Hi, I'm doing "VR Development with Oculus and Unreal Engine" course on unreal learning. The lesson "Oculus Guardian" I can't seam to get "Is Guardian Configured" to run true on Q2 with link. Is it rift only? oculus subsystem is enabled and so is the guardian within the headset, running 4.26.

14 Replies

  • I too am having this problem when following the VR development with Oculus and Unreal Engine. It should be able to access using the link cable but Haven't found a workaround yet. Have you found out how to fix this problem?
  • Were either of you able to solve this issue?  I'm encountering it as well, and assume it is because of the warning:

     

    LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus.  Make sure Oculus is running and you are entitled to the app.

     

    I reached out to the instructor who was curious and unable to answer why this happens, and I do not think anyone has solved that.  I also mention this in a No Logged In User thread, so I'd be curious if you guys get the same warning.

     

  • davidlrm's avatar
    davidlrm
    Honored Guest

    Is there a way to file bug or tickets for this?

    Either the doc or the Guardian Blueprint seems wildly outdated, the doc says

    This Blueprint only works with the Oculus Rift, since it retrieves information related to the Oculus Guardian, which is only meaningful when positional tracking is available, i.e. when 6DOF (six degrees of freedom) support is provided by the product.

    https://developer.oculus.com/documentation/unreal/unreal-blueprints-get-guardian-dimensions/ 

    Hoping there is a way to get Guardian info for Quest, this is pretty fundamental info for any VR development.

  • I have the same problem. robert.ooghe.1 I did check that thread you mentionned & solved the online connection issue (thanks for that).

    • robert.ooghe.1's avatar
      robert.ooghe.1
      Protege

      One interesting discovery.  For the first time yesterday I managed to cook and launch my project to the Quest 2, and running it from *there* I believe I'm accessing it, as I have a debug function that now seems to be working.

    • MVS's avatar
      MVS
      Honored Guest

      Hi Rowdywabbid, could you point me to that ticket or is it private?
      I'm having the same issue, but like to stick to Quest 2 + air link, not Quest native.
      I like to see if there are any updates.
      Thanks.

  • Same issue here, not working on Link, but worked when Launched at Quest2

  • Just chiming in that OVRManager.boundary.GetConfigured() always returns false when I'm using my Quest with Link in the Unity editor.

  • Hey man, have you figure out how to make the "Is Guardian Configured" work? I'm trying to find everywhere for this and nobody got a final solution.

    Did the guys at Oculus reply to your ticket?

    • Rowdywabbid's avatar
      Rowdywabbid
      Explorer

      I was told its on the TODO list but that was a while ago.

  • In my case, I was using "Is Guardian Configured" as a condition to launch a debug mode, where I'd see a 2x2m black outline around the player, which I never got to work viewing VR through Oculus link.

     

    However, later, when I launched the app onto my headset, I *did* get the Debug Mode and could see the black square outline, so I believe Is Guardian Configured does not work through Oculus Link and must be called natively.

     

    Also, I had not done my Data Use Checkup when I originally asked, so be sure to do that as well.