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Resolved! Roomscale reset HMD

Hi, I am trying to make a roomscale app for the Oculus Quest. I am using blueprints. I have a camera attached to a VROrigin (scene component). When I hold the Oculus button on the Oculus Quest the app re-centers based on the direction of the HMD. Thi...

Get Oculus Identity returns No Logged In user

I try to get my ID with GetOculusIdentity node but it fails and prints out LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.Also tried Get Oculus ID...

Unique Device ID on Oculus Go & Unreal

Hello,I'm trying to get a unique ID offline of the Oculus Go on Unreal Engine that can be persistant between resets or at least between oculus updates. I was using at first the Persistent Unique Device ID from the Mobile Utils Plugin Project (https:/...

Quest For Business Save not working

When I build out our project using Unreal 4.25.3 oculus integration using standard save features, it works on the consumer headsets but does not save on the Enterprise edition headsets, also known as the business edition headsets. Why are these diffe...

Ham1ton by Level 4
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Please create more Oculus SDK Blueprints

Please work with Unreal and implement more Oculus SDK features as Blueprints for Unreal.Things like VoIP, Oculus Avatar integration, inviting friends to sessions/joining friend sessions, and other SDK/OSS features.This would really kickstart a lot of...

VRC.PC.Audio.1 - Unreal Engine problem

Hi, I am trying to create a build for Rift and submit it to the Oculus Store but during the validation process the VRC.PC.Audio test failed - it looks like my game does not target the correct audio device.I tried all of the settings and solutions I f...

palii90 by Level 4
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  • 1 replies
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I can't get the entitlement check to work!

Hi All,using Unreal 4.14 and blueprints I cannot seem to be able to get the entitlement check to work.It just crashes(fails) every time. I think I have done what is needed but maybe you can tell something that I am missing?- The Oculus subsystem plug...

Fredrum by Level 5
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  • 8 replies
  • 1 kudos

app:processDebugResources FAILED

Hello, I've been trying since several days to launch an apk natively into my QUEST 2, no matter what I try to solve this issue I always get the same error which is the title of the thread. anyone had this issue and succeed to resolve this ? thanks fo...

user_162046713837058_0-1615729135506.png

Pink meshes with HLOD volumes

We upgraded from 4.25.3 to 4.25.4 (tag: oculus-4.25.4-release-1.55.0-v23.0) We are using HLOD volume in order generate proxy meshes, but the tool which is used to generate this is buggy in 4.25.4. When we check merge materials options, the combined t...

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Get Accepted Invite from dashboard

Hello,We are integrating the room invites into our app and we can successfully launch the inevitable user flow and people receive invites and can accept them from the dashboard, however, upon accepting it launches our app and the LaunchDetails are em...

Anonymous by Not applicable
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  • 1 replies
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CreateSession hangs UE4.25.3

In UE4.25.3 running the create session node from the Oculus OSS hangs on the AddRequestDelegate:OculusSubsystem.AddRequestDelegate(ovr_Matchmaking_CreateAndEnqueueRoom2(TCHAR_TO_ANSI(*Pool), MatchmakingOptions), FOculusMessageOnCompleteDelegate::Crea...

GPU Lightmass for Quest2 ?

Does anybody know if the GPU Lightmass also works for VR production? Just curious. Because the GPU Lightmass requires Ray Tracing, but no way to use Ray Tracing for VR. And so far all my tests, baking with GPU Lightmass and deploying to the Quest2 fa...

Anonymous by Not applicable
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  • 1 replies
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How do I sign apps for the Oculus Quest?

I've tried to sign my apps the same way I did for Google Play Store, but App Lab won't accept them. There must be some new way to sign apps I'm not aware of. Can anyone who's successfully submitted to App Lab tell me how they signed their apps in the...

Crash when using level streaming

Using Oculus UE4 version 4.25.4.If I add a sub-level set to initially loaded and initially visible I get a crash in:01-05 10:14:07.858: D/UE4(4086): Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile [File:I:/GitHub/OculusUnreal...

Anonymous by Not applicable
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  • 2 replies
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