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CrazyRespawn's avatar
CrazyRespawn
Honored Guest
4 years ago

Reset position and rotation in UE 4.27.2 not working OQ2

When i hold down the Oculus button on my oculus quest 2 to reset view nothing happens. 

Ive tried a few other suggestions from here such as making a new actor with VRNotifications and Binding events to HMDRecentered Delegate and Reset Orientation and position as mentiopned here: https://forums.oculusvr.com/t5/Unreal-VR-Development/Fixes-for-common-UE4-Oculus-Platform-issues-before-submitting-to/td-p/732728

 

But still nothing, holding the button doesnt react at all.

Any suggestions?

8 Replies

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  • Same. can NOT reset view vertically - only horizontal adjustments can be made. 

  • Anonymous's avatar
    Anonymous

    I am experiencing the same issue. I while playing in editor the reset position works, but not on the packaged build. It is quite crucial for an experience we are developing at school. Did anyone find a solution?

     

  • Anonymous's avatar
    Anonymous

    I just found a solution by disabling the OpenXR Plugin and re-enabling the OculusVR Plugin. I develop very surface level experience so I do not have much understanding (and need, for the moment) of extended functionalities. I hope I don't miss out on anything crucial by not using the OpenXR Plugin. I hope this can help someone else

    • MaxArch's avatar
      MaxArch
      Heroic Explorer

      Imho, XR is the future but its not yet on par with the 'old' OculusVR code. It doesn't have FFR for instance, so I'm not surprised 'your' buttons are not working yet. Just try XR every new Unreal version to see what is newly added to the XR code.

  • I'm having this issue but the project has no OpenXR plugins enabled. in 4.26 - has anyone found another solution? Our programmer on the project said he looked through the VRNotifications code and it seems like it is written to only work on PC.

  • Apparently the Reset orientation in OpenXR plugin is broken and has recently been fixed in the UE5 main branch.

     

    Will be included in the UE 5.1 release. Hopefully Oculus will include the fixes into their own branch much sooner.