Running into an error when packaging a project built using the UE4.27
fork downloaded from Github - OculusVR Unreal Engine on VS2022. Engine
builds and runs fine but fails to package UATTempProj.proj. Thoughts on
what might be going on? Specifically ...
We have an application currently available through Steam Early Access
that we'd like to make available through Oculus Home as well - is there
a recommended way to handle the entitlement check for the Oculus Store
build that won't interfere with users...
I'm working with a client who's interested in using the Go as a
previsualization device to facilitate communication with their clients.
The proposed workflow is:We build and package an Oculus Go application
in UE4Deliver it to the client via FTP or s...
I'm setting up a media player in UE4.19.2, largely following the method
described here:
https://docs.unrealengine.com/en-us/Engine/MediaFramework/HowTo/FileMediaSourceFile
plays fine in preview on PC, but fails to load in the Oculus Go with
this erro...
Update: I was able to verify that the problem does not appear to occur
when using a Vive, so for the time-being, we're out of the woods since I
can use the Vive for the client presentation, but if possible, I would
like to have the option to put the ...
Hi imperativity,Thanks so much for this advice! I wasn't aware that this
was an option, but I believe it would be an ideal solution. Certainly
much more user-friendly than development mode, adb push, and the forest
of items in the Unknown Sources lis...
EvilFischi said: checkout this reference
sheet:https://docs.unrealengine.com/en-us/Engine/MediaFramework/TechReferenceI
am using H.264 codec with a mp4 container and they work like a charm on
nearly every platform (pc, android/ gear vr and Oculus GO)...
vr_marco said: Also make sure you disable all VR related plugins
_except_ Oculus VR.That appears to have been the issue. Steam VR plugin
was still enabled alongside the Oculus VR plugin. The device now appears
in the launch list after I disabled Stea...
Hi @imperativity,Thanks for your response!It appears that what was
causing this was a vr.PixelDensity setting that was higher in the
packaged build's saved options than in the editor's saved options.
Lowering this value brought it back into a reasona...