I've seen a lot of post and solutions to get past pairing issues... but
I can't seem to make any of them work. I have a Quest Pro that is less
than a month out of warranty and after emailing back and forth with
support they said If I've exhausted all...
Does Passthrough function when tone mapper is enabled? When I set
r.Mobile.TonemapSubpass=1 my passthrough components don't render as
expected. I'd like to be able to color correct elements with tone mapper
while running passthrough without any effec...
Does anyone have any info regarding the proper settings to get livelink
enabled and streaming for a compiled quest package? I'm assuming that
unreal needs to be properly configured in the udp messaging settings,
but I'm running into issues getting my...
When our application is paused and unpaused (over time) the audio gets
out of sync using the remote to go to home screen or taking the headset
off. We are working on a narrative experience authoring in UE4. It's
dialog driven and relies on lipsync an...
We've loaded an alpha UE4 build through the publishing tool. We are able
to successfully download and install through HOME interface. When we run
our app, we are only getting playback on the computer monitor and
doesn't display in HMD. Audio is routi...
I was over thinking it... I realized I didn't need to spawn my mesh
using labels. I just add the mesh to the scene actor and it gets scaled
under the hood. My only issue now is that I keep getting some weird
rendering issues (I think either z-fightin...
I'm able to use semantic labels to find scene component and spawn actors
at the location... but does anyone know how to scale a spawned mesh to
match the scene actor component scale? In other words, when I spawn a
mesh at the location of WINDOW_FRAME...
Do you know of any documentation for the MetaXR Movement SDK live link
functions? I can't find anything regarding this. There are no examples
in their movement sample. thanks!
We are currently using FMOD. I think I read somewhere that HENRY uses
Wwise? When pause is called in the game mode, we pause all the fmod
audio components. Everything stays in sync and playback is as expected
when using a button to set pause. When th...