Oculus Quest / Unreal 4 Media Player Material and /or Sequence Material
Has anyone had any luck getting a Media Player Material and/or a Sequence Material to work in the Oculus Quest? When I launch to the Quest all my materials show up except for the Media Player material. Any suggestions?5.1KViews0likes10CommentsUnreal Engine github version not compatible with MetaXRPlatform plugin.
Hello, I'm sure I've done something wrong or missed something, but I'm trying to get my entitlement check working and I'm having a heck of a time. A bit of background: I've downloaded and compiled the latest Unreal Engine github fork I've built my project and it works and everything is compiling and happy I made a Game Instance blueprint I've tried to drag out an Entitlement pin, and Unreal Engine finds nothing. When I download the MetaXRPlatform (Version 65.0) The Engine starts up with this error: The 'OculusPlatform' plugin was designed for build 5.3.0. Attempt to load it anyway? and when I press Yes it gives me another error: The following modules are missing or built with a different engine version: OVRPlatform Engine modules cannot be compiled at runtime. Please build through your IDE. Do I need to compile something else somewhere? Please help! JPSolved5KViews1like8CommentsAndroid SDK 12l causing crashing for development builds
Recently I've been trying to update my project's android api from 29 to 32, so it can comply with the new requirements for Quest 2. After the update attempting to launch a non-distribution build causes the following crash during the initial splash screen: Initially I thought this was down to lack of permissions. MANAGE_EXTERNAL_STORAGE was added in api 30 without which access to $Storage/obb, where non-distribution obbs are stored on device, would have been denied. However adding this to the extra permissions and ensuring it has been requested on game start has not fixed the issue. Below are the android packaging settings. I also tried editing the automation script to have the obbs appear in the $storage/android/obb folder, while this did fix the initial crashing it lead to other side effects (such as no logs being recorded and instability) & ultimately feels like a step in the wrong direction. Has there been anyone else run into this issue? If so did you find a solution? Any suggestions or troubleshooting thoughts would be deeply appreciated.3.6KViews4likes6CommentsWhat are the differences between Oculus OpenXR and Epic OpenXR ?
There are two option for OpenXR API in UE's Project Settings. One is Oculus OpenXR and another one is Epic OpenXR. I use VRE plugin and if I use Oculus OpenXR, I completely lose hand tracking functionality provided by VRE (which is amazing btw). If I use Epic OpenXR, I get everything I can wish for, except for some reason game's colors are washed out and who knows what else I miss out on (whatever special sauce Oculus OpenXR has over Epic's OpenXR). So, I am wondering what do I lose by going with Epic OpenXR over Oculus OpenXR ?Solved2.7KViews0likes5CommentsAnisotropic filtering with Unreal on GearVR? How?
On this page it says regarding texture filtering: Texture Filtering: Trilinear filtering is often a good idea for VR. It does have a performance cost, but it is worth it. Anisotropic filtering may be used as well, but keep it to a single anisotropic texture lookup per fragment. Also according to this blog post anisotropic texture filtering is not supported on the S6. My question is, how do I make sure that the game uses anisotropic filtering and how can I pick which textures use bilineal, which ones use trilinear and which ones use anisotropic (on compatible devices)? Thanks!2.6KViews1like3CommentsSharedSpaces project not compiling (unreal 5.1)
Hi Everyone, I followed this lovely guide by ysquall to setup the shared spaces plugins in my project https://docs.google.com/document/d/1mb1YBlNyfjJ94gCY0rIi364pBIvkPko0rjiDumEcKto/edit However when I build my project I get this error "Could not find definition for module 'Photon', (referenced via Target -> PhotonNetDriver.Build.cs)" Thank you in advance! Kaushik2KViews0likes4CommentsHand tracking widget interact through direct touch
Hi! I am new to VR development and im really struggling to find those trivial solutions. Sorry about my ignorance but i would like to know how can i interact with widgets interfaces in Unreal Engine. I already have a sample project with leap, grab, button and all set but widget interaction. My goal is to create a custom keyboard with some specifc functionalities. If anyone can help me i would appreciate a lot! thank you!1.2KViews1like2CommentsVersion of Unreal, Setup touch and Build Unreal
1.Do Oculus have plugin for Unreal Engine 4 (UE4)? 2.What is version of UE4 that support Oculus touch? 3.How to set oculus touch controllers UE4 ? 4.How to build project VR that use Oculus rift and touch? 5.Can I use pointing, pinching, thumbs-up, and gestures by touch in UE4 ? 6.From 5, can I use from blueprint? 7.Can I connect touch with Avatar? Thank.970Views0likes2CommentsCorner of Meta Quest 3 shows strange colors when in VR preview mode
Upper right corner. It's quite noticeable with the headset on because the edges of my vision become multicolored. This started happening this morning. I'm really not sure why. This only happens in VR preview mode in UE5. I tried it with a sample starter project from oculus-samples github as well, and the same thing happened except the corner was black instead of multi-colored. I don't notice anything when the headset is in standalone mode. I've tried just looking for a messed up corner in Passthrough/First Hand demo/etc, and there's nothing wrong as far as I can tell. Is this something wrong with Quest Link? I've tried it with a different cable and a different port on the computer as well.899Views0likes1CommentPTC v66 - Extremely slow load time on larger unreal game
Large UE games are incredibly slow to load on v66 (like 25 seconds) The same apk/obb loads in around 3 seconds on v65 and earlier. It's built against the v65 SDK. Something really weird going on with v66. I also notice sometimes OS apps are hanging/going really slow to load (like airlink) To reproduce install asgards wrath 2, First run is a bit slow but normal, compiles shaders etc. Close it Second run sits on the ... screen for 25 seconds then loads. Same for all subsequent runs. [EDIT] This appears to be to do with the app's apk signing certificate. A load of errors in the log are occurring for the 20 second wait. Certificate buffer not long enough, returning If I rebuild my app with a new certificate it then works but I can't change this on the store781Views0likes0Comments