Crashing on Join Session for build with Oculus Go
Hello, I'm working on a multiplayer project for the Oculus Go (Using Unreal 4.21 Launcher version). I've been able to create a build and upload it to the store for alpha. I can host a session on one Oculus Go just fine. And the second can search and find the session. However I'm running into an issue when I attempt to join a session on the second Oculus Go device. It Immediately crashes to the home screen. I've attempted changing to different maps. Sanity checking every plugin I have. And escalated it with friends who speak about the Samsung error (As seen in crash logs supplied) But no one knows how to fix it. Any help would be greatly appreciated. Thank you.2.6KViews0likes6Comments[Go / Gear VR] Modulated shadows are not supported ?
I was trying to test performance on Gear VR with modulated shadows from directional light turned on and it doesn't seem like modulated shadows are supported (or rather none of the dynamic shadows types is supported). Is that the case or do I need to do something special to get modulated shadows working in mobile VR ? Thanks3.3KViews1like10CommentsCamera fade without Mobile HDR?
I'm trying to do some camera fades for an Oculus Go project in Unreal 4.20 and am unable to find a good way to do so without enabling Mobile HDR. I imagine that would destroy my framerate. What are the options to replace a camera fade in this case? I would do a UI or transparent animated plane but that seems like it would wreck performance as well. Would love to hear some suggestions. Thanks!5.9KViews1like10CommentsFailed App Review : VRC.Mobile.Functional.1 + VRC.Mobile.Security.2
Hello! It's my 2nd try for submission and i get the same Results for Oculus GO + Gear VR, am using UE4 4.20.2 Binary. I ve put a ticket before days, but couldnt get in touch. VRC.Mobile.Functional.1 Progression Blocker: Shorty after boot, the user is taken to the main menu. After approximately 2-3 seconds, the app automatically exits. VRC.Mobile.Security.2 Your app is asking for excessive user permissions or using user permissions inappropriately. -Access to Storage (Modify or delete the contents of your shared storage, read the contents of your shared storage) -Other (Full network access, view network connections, prevent devices from sleeping, view WiFi connections) Please remove all unnecessary permissions. If your app requires any of the permissions listed above please explain in detail why your app needs the permission in order to function. For #1 : my guess is AppID entitlement check, because i run Entitlement Check on 2-3 secs, which on FAIL will force app quit, ( as oculus suggests) here is my configuration, can someone help? ( I've made a mistake having 2 "=" on my androidengine.ini , maybe that was it? ) , do i need any other .ini setup? ) For #2 : am using Local saving ue4 system, so there it comes i guess for storage permissions, which are required for game. As for other permissions those are required for player to submit scores over online scoreboard. Should i just Comment my Permission Purposes on my next Build for Preview or i can't do anything about it? Thank you!1.1KViews0likes3Comments[Go] UE4 Voice Capture ?
I'm developing a speech recognition funcionality for my project but i've noticed that unreal engine is not detecting any microphone in the oculus go thus not being able to capture microphone data. I've tried with both the new and the old audio engines, by using blueprints nodes or writing a capture module in c++, permissions are fine. Everything works in the editor but not on the headset. This is the blueprint flow i'm using for recording: Is there any shenanigan needed to enable microphone functionality for my app ? something I overlooked that isn't allowing the microphone to be detected? API level is 21.2.3KViews1like2Comments[Go] Movie file fails to load in Oculus Go
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/FileMediaSource File plays fine in preview on PC, but fails to load in the Oculus Go with this error: LogPlayLevel: 06-05 15:47:19.591 12891 12909 D UE4 : LogMediaUtils: Error: Cannot play file://../../../MyProject/Content/Movies/mymovie.mov, because none of the enabled media player plug-ins support it: I imagine this indicates that the file is encoded in an unsupported codec - what's the recommended file format for a movie to be played by UE4 Media Framework on the Go? Thanks! _Kevin6.3KViews0likes4CommentsOculus Go - App Relaunch Freeze
When I initially launch a new project from UE4 (either 4.19 or 4.20) onto the Go, it runs successfully. After I close out of it and attempt to re-run it from the Unknown Sources tab, it will hang on a blank screen for 20 to 30 seconds and eventually a message will pop up saying that it has stopped responding. I can press the home button multiple times to exit out of the app and attempt to relaunch it. Sometimes it may relaunch successfully, but if I continue to close out of it and re-open it, then it will eventually freeze again. I think this is an issue with the Oculus Go because someone else also reported a similar issue using Unity, while I have been using Unreal. I found similar issues reported here: https://issues.unrealengine.com/issue/UE-62210 https://forum.unity.com/threads/sideloaded-oculus-go-app-only-working-once.536663/ https://answers.unrealengine.com/questions/810600/view.html Steps: - Make a new empty project - Save the default map - Configure project settings for Oculus Go - Launch the app - Close the app - Relaunch the app from Unknown Sources - If the relaunch succeeds, close the app and relaunch it. In the file logcat_output and about the time the line "10-29 12:44:39.361" is written is when I relaunch the app and it freezes. I downloaded version 4.21 of the Unreal Engine and tried again, but this time I received SurfaceView errors when I attempted to relaunch the app. In the file logcat_ue4_4.21, about the time the line "10-30 15:02:43.316" is written is when I relaunched the app and it froze.2.5KViews0likes4CommentsWhere are files stored/how to store files in an accessible location?
In my game I am creating text files on the Oculus Go but they do not show up when connect the Go and search for them using Windows Explorer. We need to be able to read these files outside the game. How/where I can access these files through Explorer or where can we write to in order to be able to access them? (we have tried using the '/mnt/sdcard/' and '/sdcard/' paths) UE 4.195.6KViews0likes10CommentsUE 4.22 performance on Go / Quest ?
What's the consensus about UE 4.22 performance on Go / Quest ? When I tried one of the later previews, performance was horrible with ES2 and ES3.1. Since there is no 4.22 release with current Oculus integrations on Oculus github, I assume the reason for it is not that Oculus is busy prepping for Rift S / Quest launch, but because 4.22 performs worse than 4.21.x. Please enlighten me :)2.3KViews0likes7Comments