I use regularly the dev dashboard. Since yesterday, I noticed that I can
upload Quest builds. Gave it a chance, uploaded the same .apk we use on
the Quest Business platform. We don’t use the Oculus Platform SDK (so no
entitlement check) since we use ...
I put it in another post but to be clearer: Use the following manifest
changes:Also since Oculus integration 1.39: 75Hz is not available with
Oculus Quest, only 60 and 72Hz; this bug has been introduced in Oculus
plugin 1.39 and is not yet fixed
I've made a list of current bugs/errors encountered in Unreal when
developing for Rift / Quest / Go.Some can be somewhat fixed / avoided,
some are still very present. I encourage people to add to the list or
bring their solution.Would be great also t...
Hi guys, x-post from Unreal forum there to point to my latest Unreal
4.20/4.21 open-source template (v5.0):
https://forums.unrealengine.com/development-discussion/vr-ar-development/106631-single-multiplayer-touch-vive-proteus-blueprint-only-template
...
Hi guys, x-post from Unreal forum there to point to my latest Unreal
4.20/4.21 open-source template (v5.0):
https://forums.unrealengine.com/development-discussion/vr-ar-development/106631-single-multiplayer-touch-vive-proteus-blueprint-only-template
...
They opened up the developer dashboard to Quest, go through that it
doesnt take much time and easier at the end. Or disable new menu in
quest settings.
A little update to the bugs, latest Oculus UE4 integration 1.39,
UE4.22.3:11. Quest: Oculus Avatars and Oculus Audio use 32-bits Android
libraries (armeabi-v7a); no arm64 librairies availablea. STATUS:
PARTIALLY FIXEDb. In 1.39, 64-bits Avatars libra...
Fixes for the first 2 listed bugs:Bug
#1:change\Engine\Plugins\Online\OnlineSubsystemOculus\Source\Private\OculusIdentityCallbackProxy.cppLine
26from:DelegateHandle =
Online::GetIdentityInterface()->AddOnLoginCompleteDelegate_Handle(to:DelegateHandle...
@mcc I would like to add that Avatars in Android works fine (base and
Expressive); 2 things: no mouth mouvements (because of a conflict with
mic - not resolved in Unreal yet) and 32-bits only (mandatory for Go,
could be upgraded to arm64 for Quest). ...