The 47.0 Release Notes (Meta Quest release notes | Meta Store) mentioned
a new experimental feature they called "Background Audio Playback". I've
been looking forward to a feature like this and I am very excited to see
it being worked on.I'm posting ...
I suspect this might be a bug that was introduced in OculusClient v38.
I've tested the beta channel's v39 and it is also impacted. To reproduce
the bug, take any UE4 project from the last Oculus UE4 4.27 branch that
uses the Oculus plugin, add a call...
EDIT2: I got this new dev machine after taking an extended vacation (8
weeks or so). Turns out, these problems are also showing on my old dev
machine as well. Is there some breaking change with the Oculus runtime
and the older Oculus UE4 branches? ED...
My one piece of advice is to get VR Preview as Client working with some
bad latencies and packet loss settings, and make that your default
development environment. You will still need to test standalone and
listen server when you make changes, but th...
This probably isn't the case... but just in case... make sure what you
are seeing is not "z fighting". I use a lot of masked textures in my
project, and have not had any aliasing problems. My project uses vulcan
and has 4x anti aliasing enabled and s...
The news from last Oct was that Avatar SDK was coming in December, and
that it would be integrated into UE sometime in 2022. I don't believe
there has been an update, and since we are still in 2022, I have no
reason to believe that they are not untra...
Gameplay-wise, some games this technique will not work for. For example,
say you have an indoor or outdoor environment where you have game assets
that you want to have distance fog appear on top of, if the game player
can move relative to those asset...
I don't have any answers for you. I'm using 4.27 UE4 from Oculus Branch
and can do both Play as Client and Standalone fine. Here are a few
troubleshooting ideas if you haven't already tried them.1. Launch the
editor with the debugging attached. (I've...