Ok, so Full Body Tracking in Multiplayer is a huge must.I have been
attempting to crack it, and I have, but with a major caveat. It lags
hardcore because it's flooding the network. (it's a lot of data)I will
share here how I successfully get it to re...
I am building a cross-platform app and wondering if I can manage to
build for Android phones and Quest in 1 go.I notice this
checkbox:Determines whether the android intend is for the apps list or
hidden, and it's set to hidden.Is there a way to
preve...
I receive these errors when building for Linux or Linux Dedicated
server. Has anyone found any success? I am trying to prevent using any
features with conditional check of whether the Platform is Linux. Linux
Dedicated Servers are good to support bec...
I am integrating the MetaXR plugin into my game for body tracking. All
is well, but now the multiplayer servers always crash. After extensive
testing, I decided to just launch the MovementSample as a client with a
dedicated server, and notice that cr...
This one is almost a year ago hahah.They completely re-engineered the
system so this post and all the info in it is pretty useless
now.https://communityforums.atmeta.com/t5/Unreal-Development/Need-Support-Replicating-Full-Body-Tracking/td-p/1184381Th...
'Body Tracking Fidelity' and 'Body Tracking Joint Set' are blueprint
nodes to call.There is a finished working sample project, I suggest
following it to integrate to your own game. I was able to do so.
https://github.com/oculus-samples/Unreal-Movemen...
Disable OpenXR 100% for development and packaging, if you can manage
within the scope of your project.This should be the XR API setting and
it should be grayed out.
It works on v63.ALWAYS use ASTC.I leave OpenXR off, completely. Use
Shipping with For Distribution Checked. (Development and For
Distribution unchecked will work but you cannot save
files/savegames)Make sure to sign your app with Keystore and fill ou...