Unreal Development
Welcome to Unreal development, where you can share insights, ask questions, and address challenges with fellow Unreal developers. This forum is ideal for discussing all things related to Unreal.
cancel
Showing results for 
Search instead for 
Did you mean: 

Forum Posts

Welcome to the Meta Developer Forum!

Welcome to the Meta Developer Forum! This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn f...

Face/Body tracking unreal blueprints

I am trying to face and body tracking data into an unreal 5.3 blueprint from my quest pro. I have been unable to find documentation on how to do this and after trying to figure it out myself I have come up empty. I am new to unreal so any help is wel...

Creating Custom Swipe Gesture

I am creating an application for quest 3 using unity. I want to implement a custom swipe up hand gesture which will toggle a curved UI canvas using the setActive property. Basically, if I swipe up the menu appears and if I swipe up again the menu dis...

FPS troubles with 5.3.2

Hi everyone! I've recently migrated my 5.1.1 VR project to 5.3.2 and even after weeks of looking into it, the FPS is severely impacted.But here's the catch. It only occurs for one of the maps, and this specific map ran 72 FPS on Quest 2. Now it is do...

OVR LipSync Open Source

Meta created a great lip sync tool with OVR LipSync. Looking at how Meta is slowly becoming the Open Source leader, I was wondering if they would ever make this plugin Open Source and let the community develop it further. It seems stuck in limbo. Saw...

TH19k by Explorer
  • 416 Views
  • 0 replies
  • 0 kudos

Capsense Unreal Engine 5.3.2 (MetaXR plugin v62)

Hello everyone, I tried to activate capsense in Unreal Engine 5.3.2 through MetaXR version 62 using a Quest 3. I followed the following official documentation: https://developer.oculus.com/documentation/unreal/unreal-capsense/However, even connecting...

CollisionCylinder won't follow the camera

After I put the PAWN camera into UE5 and connected it to QUEST LINK. I can simply use a helmet to walk around in a simple scene, within the set game space. But my CollisionCylinder did not produce any actual displacement. So when I made an elevator, ...

How did I mess up my VR Preview? What am I missing?

What are people's development environment like? I'm using oculus-5.3 branch with Quest 3, with Vulkan preview enabled. Meta Quest Link app is at version 62.0.0.235.346, and Quest 3 is at Version 62.0.0.260.343.566123828 and runtime version 62.0.0.257...

Where are project log files

App is crashing on launch on device - how do I get the unreal logs?Have done this before on Quest 2 but cant remember how - isn't there a way to browse files on MQDH or maybe dump via ADB?I just want the log that unreal creates when running on device...

Meta XR Audio SDK plugin Unreal 5.3 reverb

Did anybody get the MetaXRAudio plugin to work with the implemented reverb? I have followed the description here: https://developer.oculus.com/documentation/unreal/meta-xr-audio-sdk-unreal-room-acoustics/ and did only get the spatialization to work p...

lusp by Honored Guest
  • 748 Views
  • 0 replies
  • 1 kudos

MetaXR 60.0 Dynamic Resolution not working?

Hi everyone. I can't seem to make the Dynamic Resolution work in any shape or form using the MetaXR Plugin 60.0 and Unreal 5.3.2 ? I'm testing with the default Unreal VR Template and building for Quest 2 Standalone. Fixed Foveated Rendering works, bu...

jazznazz by Honored Guest
  • 783 Views
  • 0 replies
  • 0 kudos

Release Date of Movement SDK for Unreal v60

I've noticed that the new Movement SDK seems to include leg IK support as I saw in the Unity3D v60 demo. The Unreal Engine Movement SDK sample provides a GitHub link for the Movement SDK, but there appears to be no content when accessing the link. I ...

Unreal Insights Quest 2 UE5

Hello, can anyone confirm they got Insights working with UE5?I followed the instructions that got it working in 4.27 but it just doesn't want to connect in 5.0. Missing a profiler is quite bad. If anyone got it working can you please reply. A simple ...

zenf137 by Explorer
  • 5168 Views
  • 5 replies
  • 2 kudos

Resolved! Mixed reality utility kit sample project

Hello, i get this error when i tried to build Mixed reality utilikit sample project in Visual Studio..... Severity Code Description Project File Line Suppression StateError MSB3073 The command ""C:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFi...

deimov by Honored Guest
  • 2416 Views
  • 9 replies
  • 0 kudos

Multiplayer dedicated server - help with first steps

Hi community,We are a very small team that develop apps for VR, and also have strong knowledge in multiplayer.We want to start developing multiplayer apps for the quest 2/3 and it's really hard to find sources that explain all the necessary steps for...

3dkobi by Honored Guest
  • 1283 Views
  • 1 replies
  • 0 kudos

Can’t join server from oculus quest

I have a ue5 project with a dedicated server I run on a virtual desktop. I always built client and server on windows and I joining the server always went smooth with pcvr. Now I tried to switch to oculus quest so I built the client with android, inst...

Expanding Scene Actors

Hi there,I'd like to expand the use of Scene actors to be able to replace Scene elements with any Blueprint and not be limited to static meshes (eg. I want to be able replace the user's table with a table BP that I can control to open drawers, place ...

Consume Input not working in MetaXR Plugin

I'm working on a MR project on the Quest 3 at the moment and just switched from the OpenXR plugin to the MetaXR one to utilize that functionality and ran into a problem:"Consume Lower Priority Enhanced Input Mappings" - which was working as intended ...

TeamLehre by Honored Guest
  • 659 Views
  • 0 replies
  • 0 kudos

UE4 Development Questions,crash

Problem Description: The UE4 project uses the Terrain Landscape element, and the project is packaged into Quest 2 for testing. After running for a while, it often crashes (we have tested it ourselves, and there is no such problem when the terrain ele...

chu336630_0-1689078122244.png

App incremental update problem

Hi everyone, our product is developed using the UE4.27 engine and is packaged as an apk+obb file, with a total size of about 1.8GB. After releasing new versions to AppLab or any other testing channels, users have to update the entire 1.8GB each time....

Labels