MotionController events not available in EventGraph of Blueprint
Right click in eventgraph "All actions for this blueprint" does not have any MotionController (X) events. We followed these two guides from oculus and unreal. the Oculus Go Unreal Quickstart the Unreal Online Course "Creating Virtual Reality Walkthroughs" Platforms Unreal 4.24.1 Version: 4.24.2-11100242+++UE4+Release-4.24 Oculus SDK 1.41.0 Oculus Go Windows 10 Working and tested together on other projects We tried the Oculus branch of Unreal Engine and the Unreal installer version and have the same result. Steps to recreate 1. Create new project Games, Blank Blueprint Project (follow the steps from the Oculus GO Unreal quickstart) Mobile Scalable 2D/3D OculusVR plugin No starter content etc... 2. Configure Pawn and controllers, following the steps in the "Creating Virtual Reality Walkthroughs" Add a Blueprint Pawn, named "VRPawn" Add a Scene Add a Camera to the scene Add 2 MotionControllers, to the scene Configure MotionControllers for Left and Right Motion Source Configure MotionControllers for Visualization Display Device Model default Add a Blueprint Game Mode Set the default pawn class to "VRPawn" Save and compile Play the scene, and launch it on the Go. No errors Open the "VRPawn" blueprint In the Event Graph, right click and type "MotionController" Expected result See options from developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/ for GO controller, such as MotionController (L) Trigger MotionController (L) Thumbstick etc... Actual results No listing for any MotionController (L/R) input. Requested Action Describe the steps required to be able to use a Oculus Go MotionController event in a blue print. Thanks, Mark5.8KViews0likes9CommentsOculus Go - Get Oculus Identity & Verify entitlement fail
Unreal 4.20.3 - Oculus-branch Engine.ini: [OnlineSubsystem] DefaultPlatformService=Oculus [OnlineSubsystemOculus] bEnabled=true OculusAppId=xxx RiftAppId=xxx [/Script/Engine.GameEngine] !NetDriverDefinitions=ClearArray +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemOculus.OculusNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver") [/Script/OnlineSubsystemOculus.OculusNetDriver] NetConnectionClassName=OnlineSubsystemOculus.OculusNetConnection I'm listed as a developer / alpha tester on the developer center If I replace the RiftAppID with another app I've done on the Rift, it works (in editor) I've tried app via sideload and alpha release -- not working My question: what's going on? Will be important to obtain OculusID because our app collect info following questionnaire AND I would like to develop the Avatar on the Go. Also: is there's a way to make it work in-editor like rift apps? Am I missing something? Thanks guys!1.8KViews0likes7CommentsOculus Go controller input mapping on Unreal Engine 4.24.3?
This is most likely very very noob question, but I have googled for weeks for this... Could anybody help me to figure out how to get the touchpad, trigger and back button on Go controller mapped to Unreal Engine 4.24.3 inputs? There's no "Motion Controller Trigger, Thumbstick Up, ect." available and I can't figure out how to get touchpad to work either clicking or swiping up, down, left, right. I would be very very grateful if somebody could please help me.3.4KViews0likes8CommentsES2 will be removed from UE4 4.25 :(
The only way for me to get 60 fps on mobile VR using UE4 is to use ES2 since ES3.1 and Vulcan is very slow on UE4. and removing ES2 from UE4 4.25 is a big disadvantage for me, what a shame, I wonder if you guys use ES2, Vulcan or ES3.1 for your current project and if this decision will affect your future release? Source : https://www.unrealengine.com/en-US/tech-blog/updates-to-mobile-rendering-support-in-unreal-engine-4-24-and-4-25?fbclid=IwAR2iWnh0T6Fzu5EIHUYxv3_GP9n2uFjDfSf-bPz3tP3cvqS9Yyy8_o6QsaA1.6KViews0likes4CommentsUnreal Blog Tech Post: Exploring SculptrVR’s efficient lighting solution for the Oculus Quest
Posting this here as well for anyone that might have missed it via the Unreal News feed: https://www.unrealengine.com/en-US/tech-blog/exploring-sculptrvr-s-efficient-lighting-solution-for-the-oculus-quest Really nice high performant solution to 'fake' lighting for clay and metal like materials using Unreal Unlit material shaders. Thanks to SculptrVR for sharing their material setup! The only thing I needed to change to get it working in my project from the pastebin link was ticking the checkbox in the Reflection Vector node to normalize (as well as creating all the material collection parameters of course).512Views0likes0CommentsUE4.22 binary huge performance drop for Go / GearVR projects
Anyone else noticing a huge drop in performance when testing their projects in Epics 4.22 binary branch (Oculus SDK runtime 1.32)? Is there a setting somewhere to fix this? Draw thread on one project was running at 16-17ms in 4.21 and below, now runs at 27ms in 4.22 !! (results in a good 10+FPS drop) ::neutral: I hope this will be fixed in the Oculus 4.22 branch before it's released?1.7KViews2likes12CommentsVideo colors and brightness wrong on the Oculus Go!
Help! I have a 360 player environment that i updated to the oculus branch 4.22.1 a while ago. We just noticed that every Video is by default way brighter than watching it trough the gallery player. Anyone got ideas? here is a link from another person i found with this issue! https://imgur.com/a/H9zp0bu546Views0likes1Comment[go] 30fps and i don't know why
Hi, i've made the fps visibel (with stat fps and OVRMetricsTool) and realized that is incredibly low (30fps). To check out the reason i've made all Objects hidden except the base room (4 walls) the result is nearly 30fps.. The i've made a new Level with only a floor, my pawn, sky and sun…. the result is nearly 30 fps. I have a smal test Project and loaded it to the go, it has 60fps and everything is green. I've compared all config files with the working Project and made it nearly the same (except Level Name), delete the intermediate and the build directories. The result is nearly 30 fps. Now i Need a little help to find out what's the reason for this. Any ideas? Thx Forward!593Views0likes1CommentAlpha to Coverage for Oculus Go, aka how do i get rid of ugly foliage!?
Hey all, has anyone found a solution to bring the build-in Alpha2Coverage for 4x MSAA in UE4 to mobile? Unity has plenty tutorials and shaders. It looks fantastic there, but im unable to get rid of all the jagged edges for us. Its not possible to design around masked materials for us. Alpha To Coverage working with Unity. Also recommended here by John Carmack.. Would love some guidance! Best1.1KViews0likes1Comment