Discovered anchors are placed at (0,0,0)
Hi there, I'm trying to use MetaXR anchors for my current project. I previously used Unreal 5.1 with PCVR and I could create, save and reload anchors. I am now trying to do the same in an Unreal 5.4 standalone project. My problem is that when I save the anchor, and I reload it with its UUID, it spawns at (0,0,0). Using the logcat from Android Studio, I found out that there were two errors, one pretty seamingless : SP:AF:AnchorFramework: getAnchorUuid can't find anchor for handle 4 And the second one, which I think is the real problem : [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:13440 (arvr\\projects\\integrations\\OVRPlugin\\Src\Util/CompositorOpenXR.h:317 My blueprint is ugly right now, but here is how I discover and save anchors :Solved1.2KViews1like2CommentsPassthrough compositing for mixed reality
I tested the passthrough sample to get started (https://github.com/oculus-samples/Unreal-PassthroughSample) and I would like to invert the torch level so that the torch shows the VR scene and the rest is hidden by the passthrough. I tried to set an overlay passthrough over the scene and apply a 0 opacity underlay passthrough on the surface of the torch cone. But If I set reconstructed overlay passthrough on the level blueprint, it looks like it renders always over the surface projected passthrough on the torch, even if it has a lower priority. All the examples in the template seems to apply the passthrough in different geometries over the virtual scene, but never the opposite. Can I have a passthrough scene and choose a surface that only shows the VR scene?551Views0likes0CommentsIssues running the Unreal Engine 5.3 Spatial Anchors sample on Meta Quest 3 - AndroidFileClient
I am trying to build the Spatial Anchors sample project on Unreal Engine 5.3 (Oculus-VR Source) but receiving an error message related to the AndroidFileClient. The Passthrough and Scene samples have built to my Meta Quest 3 without failure so I'm assuming it has something to do with the Spatial Anchors project needing to save anchors to the headset file system. I am very new to Unreal so I apologize if this is a stupid question and I'm missing something obvious. I've been through the Meta documentation on this sample and have searched the web and can't find anything related or anyone else that has encountered this issue. I did not try this sample project on any previous versions of Unreal so I'm unsure if this is an issue with the new Oculus-VR build of UE5.3. Any help would be greatly appreciated! This is the relevant section of the output log when trying to build: Running: C:\Users\Aleistor\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 2G0YC1ZF850S41 install -r "C:\Unreal Engine 5\UnrealEngine\Samples\Oculus\SpatialAnchorsSample 5.3\Binaries/Android\SpatialAnchorsSample-arm64.apk" LogPlayLevel: UAT: Performing Streamed Install LogPlayLevel: UAT: Success LogPlayLevel: UAT: Took 5.02s to run adb.exe, ExitCode=0 LogPlayLevel: UAT: Attempting to connect to file server [USB] LogPlayLevel: UAT: Not connected, attempting to start file server LogPlayLevel: UAT: Connected to RemoteFileManager LogPlayLevel: UAT: Creating UECommandLine.txt LogPlayLevel: UAT: Deploying files using AFS LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053π An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 2018 LogPlayLevel: UAT: SocketException: System.Net.Sockets.SocketException (10053π An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.CloseConnection() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1777 LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053π An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 19922.1KViews0likes2CommentsPassthrough Shadows Discussion
I'm currently looking into the best way to implement shadows for virtual characters. I've seen a few ways that look promising with just drop shadow cards. But what if I want true dynamic shadows? How do I get them to cast with no floor mesh since I want Passthrough? Or even dynamic soft shadows? I came across this for dynamic soft shadows based off the collision which looks pretty good. But how would I implement that with Passthrough? https://www.youtube.com/watch?v=_oed7fqqzaY Here is a sneak peak at the current project. The characters still don't feel grounded yet without shadows. Just trying to find the best and most realistic way. https://twitter.com/colin_a_brady/status/1627061040939941888?s=20 Please share your thoughts an how you think the best way to implement a shadow for so many characters should work in Passthrough!2.4KViews0likes2CommentsUE4 OculusSceneActor Mixed Reality walls scale issue
I was trying to expand the wall and found an issue with the scale. Somehow, it is also able to affect the plane orientation. When I attach any 3d asset on the wall, it causes the geometry of my asset go berserk. To fix this, I had to create a new plane actor at origin and apply the original scale to get the dimension. Then, using the "GetComponentBounds", I recalculate the scale. With this new fixed scale, I can create my new wall. Also, I had to call "ClearScene" on "OculusSceneActor " after building my custom walls because Quest performance is tanking if I left it on. β943Views0likes0CommentsWorkaround for game crashing when using Post Process materials and Oculus Mixed Reality mode
Just wanted to post this information in case anyone else is struggling with the same issue. I had a problem where my game crashed when I launch it in mixed-reality mode (UE4.17.2). It turns out the problem was because I had a global post process in the level with a post process material attached to add some effects. These effects were being implemented in the mixed-reality window and the result was a memory exception and crash. You can easily reproduce this by adding a post process material to Oculus' mixed-reality sample in GitHub. You have to run the packaged version to experience the crash and it will take a minute or two to crash. To work around the problem, I removed the post process material from the global post process in the level and instead applied it directly to the camera used by the HMD. Now the effect shows in the HMD, but not in the mixed-reality window, which is actually better in my case.726Views1like0Comments