Issues with Using Stereo Layer on Oculus Quest 2: supports depth = true and no alpha channel = false
Hello, I am developing an application for the Oculus Quest 2 using Unreal Engine, and I have encountered a problem when trying to configure the Stereo Layer with supports depth set to true and no alpha channel set to false. Problem: With these settings, the widgets display with a black color instead of transparency. Everything works correctly in the emulation mode on PC, but on the Oculus Quest 2 (Android) device, transparency does not display properly when depth support is enabled. What I Have Tried: * Enabling and disabling various combinations of settings for supports depth and no alpha channel. * Configuring the widget material: * Blend Mode = Translucent * Separate Translucency = true * Updating to the latest version of Unreal Engine and Oculus SDK. * Using masks instead of alpha transparency. * Checking all standard rendering and post-processing settings in the project. Engine: UnrealEngine-oculus-4.27.2-release-1.89.0-v62.0 Question: Is it possible to use supports depth = true and no alpha channel = false for stereo layers on Oculus Quest 2? If so, what additional settings or steps are necessary to properly display transparency? I would appreciate any help or recommendations on how to resolve this issue. Thank you!680Views0likes0CommentsHow do I get the coordinates of the oculus surface panels?
Hello! Is there any possibility to get coordinates of added objects (surface panels) in my game? I want to transfer the location of my room's table or couch to my game. Oculus experimental Room Setup. Is that possible?801Views0likes0CommentsFlickering masked materials, is there any solution?
Hi! I've tried to find a solution to the aliasing masked materials in Oculus Quest 2, for a mobile app. It's especially visible when we use backdrops with masked textures or for masked vegetation. All the edges gets very jagged and flickering. It helps using translucent material instead but it is so costly, and preferably we'd want to avoid that. I'm not really a tech artist and I have tried to find out if someone else have found a solution. I've tried out the alpha to coverage that is available through the materials settings but I couldn't see any difference at all. Is there some rendering settings I need to edit or is there some function we would need to enable within the project? Or is it some hardware limitation? In the project settings we're using: We're using 4xMSAA Instanced Stereo and Mobile Multi-view However in some of the mobile apps I do play I don't experience the flickering on the trees. However I have no idea what their materials are set up to be like. Is using masked materials even an option? Thank you for reading and I hope you could shed some light to this dilemma.5KViews1like4CommentsOculus Device ID changing / not persistent
We are using the 'Get Device ID' function in Unreal for our Oculus Quest 2 app as we are using the ID to identify headsets for authentication purposes. We have been doing this for many months and the device ID has remained persistent during this time. However recently after we updated our app, the device IDs changed for all devices. Previous versions of the app still displayed the previous device ID and it appears that it changes only for this new version. And note that if we uninstall the new version and re-install a previous version of the app - the device IDs revert back to the original ones. The only real difference between the new version and previous versions of the app are: we updated the Android SDK we signed the app with a key there was a headset firmware update. Note the version of Unreal hasn't changed. We are trying to work out why the device ID has changed and what a possible solution might be. Does anyone have any understanding as to why this may be occuring? Or have thoughts on whether this is the right function to use to consistently identify a device over time.2.1KViews0likes1CommentSwitching between Touch/MotionControllers and OculusXRHand realtime
Tested with: UE 4.27.2 and Oculus VR plugin UE 5.0.1 and Meta XR (version 46 and 47) Nice work on OculusXRHandComponent in Meta XR Plugin. When ConfidenceBehavior == EOculusXRConfidenceBehavior::HideActor, meaning the hands are not being tracked, then the OculusXRHandComponent visibility is set to false and hands disappear. Unfortunately the touch controllers are always visible. With the current code. When the hands are showing, the controllers are attached the wrist joint. As a work-around. As seen in the YouTube video ' Unreal Engine 4 Oculus Quest Hand Tracking. watch?v=8VAEs92UWJM Developers are creating an Event in the pawn blueprint. To check if Hand Tracking is enabled every second or less, and hide the controllers when hand tracking. Unfortunately this does not work reliably. Any other ideas? Perhaps have a BlueprintNativeEvent in the Meta XR plugin or modify code for Motion Controller Component? Many thanks,1.4KViews1like0CommentsHang on headset launch - Problems getting started, is Mac *really* supported?
I'm trying to get started developing for the Quest 2 on my Mac. I'm new to Android, UE4 and the Oculus Quest 2. I've followed the instructions to build the Oculus fork of UE4 from source, installed Android Studio and set things up. I did have to modify the UE4 source to get it to compile. See PR #108 to github.com/Oculus-VR/UnrealEngine/pull/108 (I'm not allowed to post proper links yet). I also had an issue with a type -P command in SetupAndroid.command failing because the default Mac shell zsh doesn't appear to support the -P option to type. The two things make me wonder if developing on a Mac is actively being supported? I have been able to build the sample template project in UE4. However, on launch, everything hangs, and the last message in the output log is: LogPlayLevel: Running: /Users/erland/Library/Android/sdk/platform-tools/adb -s <serial> shell am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity LogPlayLevel: Starting: Intent { cmp=com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity } In the headset I first see the three dots, and then just a "black" world. At some point during troubleshooting, I got some messages indicating the .obb file was not found, and download of it was starting which might have I'm running Android Studio 3.6.3, UE 4.25 from source, MacOS 10.15.7, XCode 12.4, Oculus VR Plugin version 1.55.0. Manually starting the code using adb shell, then "am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity" and then "logcat", I get the following 02-15 10:49:56.447 9320 9354 D UE4 : [2021.02.15-09.49.56:447][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/PokeAHoleMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.447 9320 9354 D UE4 : [2021.02.15-09.49.56:447][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.448 9320 9354 D UE4 : CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.448 9320 9354 D UE4 : [2021.02.15-09.49.56:448][ 0]Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.448 9320 9354 D UE4 : 02-15 10:49:56.448 9320 9354 D UE4 : [2021.02.15-09.49.56:448][ 0]LogHMD: Error: Unable to load PokeAHoleMaterial 02-15 10:49:56.449 9320 9354 D UE4 : [2021.02.15-09.49.56:449][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_ChromaKey requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_ChromaKey 02-15 10:49:56.449 9320 9354 D UE4 : [2021.02.15-09.49.56:449][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_ChromaKey' 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogMR: Warning: Invalid ChromaKeyMaterial 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_OpaqueColoredMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_OpaqueColoredMaterial 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.451 9320 9354 D UE4 : [2021.02.15-09.49.56:451][ 0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_OpaqueColoredMaterial' 02-15 10:49:56.451 9320 9354 D UE4 : [2021.02.15-09.49.56:451][ 0]LogMR: Warning: Invalid OpaqueColoredMaterial 02-15 10:49:56.500 9320 9354 D UE4 : [2021.02.15-09.49.56:500][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. 02-15 10:49:56.501 9320 9354 D UE4 : [2021.02.15-09.49.56:500][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. 02-15 10:49:56.516 737 737 E WifiHAL : handleResponse: OTHER_RX_MULTICAST_CNT not found 02-15 10:49:56.521 737 737 E WifiHAL : wifi_get_ring_data: Error -5 happened. 02-15 10:49:56.521 1026 3833 E WifiVendorHal: getRingBufferData(l.1675) failed {.code = ERROR_INVALID_ARGS, .description = } 02-15 10:49:56.555 1026 3833 D wifi-jni: no kernel logs 02-15 10:49:56.595 9320 9354 D UE4 : [2021.02.15-09.49.56:595][ 0]LogAISub: UAISubsystem AISubsystem (0x9f344160), frame # 0 02-15 10:49:56.596 9320 9354 D UE4 : [2021.02.15-09.49.56:596][ 0]LogAISub: UAISubsystem AIPerceptionSystem (0xc5893b00), frame # 0 02-15 10:49:56.599 9320 9354 D UE4 : [2021.02.15-09.49.56:599][ 0]LogAISub: UAISubsystem EnvQueryManager (0x9ff25100), frame # 0 02-15 10:49:56.601 688 9526 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.609 688 9528 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.616 688 9530 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.616 9320 9354 D UE4 : [2021.02.15-09.49.56:616][ 0]LogUObjectBase: Warning: -------------- Default Property warnings and errors: 02-15 10:49:56.616 9320 9354 D UE4 : [2021.02.15-09.49.56:616][ 0]LogUObjectBase: Warning: Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.616 9320 9354 D UE4 : I think perhaps the PokeAHoleMaterial is related to the OculusVR Plugin in UE4. I have enabled the plugin, but the plugin is not showing up under "Plugins" in the project settings. I saw a post saying to add the /OculusVR/Materials to the "Additional Asset Directories to Cook". But there is no "/OculusVR/Materials" that can be selected, and I'm wondering if this is due to the plugin not working completely?5.2KViews1like5Comments4.26.2 Project Crashes on Launcher at start when I have Oculus Online Subsystem plugin Enabled
Hi guys, how you all doing? I'm having a problem with trying to add Oculus online Subsystem working on my project that it keeps crashing every time i try to run it on my Quest 2 and i dont know why. I though it had something to do with my blueprints that i created, so i tried to create a new project with just adding the Oculus online Subsystem but it keeps doing the same error and i dont know what to do. I tried searching the internet for answers but alas didnt found anything that could help me. If someone knows why this is happening i would be very grateful of you could help me. Thanks in advance! If you need more information let me know! PS: im using the SDK 29 and NDK r21b1.1KViews0likes0CommentsAR with oculus quest 2
Hello I'm trying to make a simple AR app with the oculus quest 2, something similar to the Passthrough of the home, but I don't know how to capture the cameras to show reality on the scene. Example: The Unreal Engine AR examples don't work, and I can't find any documentation about this. Can someone help me indicating me if it is not possible to do this or what I have to do to be able to do this project? Thanks in advance930Views1like0CommentsOculus Quest Quickstart guide has incorrect information
Guide here: https ://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ (I'm not allowed to post links yet) Under the section Configure the Project for Oculus Development, Step 9. says Open Advanced APKPackaging and click the + next to Package for Oculus Mobile Devices. From the drop-down select Oculus Quest and Oculus Quest 2. However Oculus Quest 2 is not an option here. I have followed the previous steps and had no problems so far. I believe the issue stems from me using the official Unreal Engine build from the Epic Games Launcher. Currently it's version 4.25.4-14469661+++UE4+Release-4.25 Earlier in the guide, it's mentioned that this should be fine and that the Oculus builds on github are only needed by those looking for the newest features/fixes. Considering the Quest 2 is now in the wild, I would expect it's support to be in official builds too. This will probably be fixed soon but it's worth noting for newbies like myself. It looks like somebody just went through the original guide and did a reach replace without really following the steps themselves. s/Quest/Quest + Quest 2/g For now I will try downloading 4.26.0 preview 5 from Epic to see if that fixes it. If that doesn't work I'll be attempting to build the Oculus version from source. I will update this when I learn more.1.3KViews0likes3Comments