VOIP using blueprints...
I've managed to create and join a session online using blueprints. Is it possible to get VOIP working using blueprints as well? I have managed to get VOIP working using Steam subsystem, but doesn't seem to work when setup for Oculus. I'm just looking for basic audio - nothing spacial right now. Currently testing with UE 4.20.3. & Rift.1.2KViews0likes2CommentsAxis Mappings in UE4 does not work using Oculus Rift
Resently I start to learn and use UE4 and Oculus Rift. I am using UE 4.25 and Oculus VR 1.44.0. My project is attached. I have a trouble in axis mapping. Here's my settings: When I press W or S everything is OK. However, none of the Oculus Touch buttons work. Wearing the Oculus Rift HMD, I can see my hands moving, and the Touch buttons work in other games. So I think the problem must be caused by UE. I googled but got nothing. I would be very grateful if somebody could please help me.651Views0likes0CommentsPreventing app focus loss, Oculus Home from starting
When developing for Rift/Rift S, is there a way to always force application focus to the VR experience, and prevent Oculus Home from starting? I have come across a case when app focus gets lost while loading a level and the HMD is briefly taken off right before or during the loading screen. This is when using the Open Level blueprint node. The reason for why I don't wish to have Oculus Home to appear is that I would like to make an application to be used at a public event. Currently using UE4.22 and OculusVR 1.32, with the Rift.855Views0likes1CommentUnreal bugs/errors with Rift/Go/Quest and their status
I've made a list of current bugs/errors encountered in Unreal when developing for Rift / Quest / Go. Some can be somewhat fixed / avoided, some are still very present. I encourage people to add to the list or bring their solution. Would be great also to have input from @NinjaGaijin and @Ross_Beef on their possible ETA or resolution. ;) This is up-to-date with latest Unreal (4.22.2) Oculus integration found on github, dating back from June 7. There it is: 1. Retrieve Oculus ID and Verify Entitlement fail on Go/Quest a. STATUS: can be fixed by changing a line in OculusIdentityCallbackProxy.cpp. See at the end of list for complete solution. b. Reference: https://developer.oculus.com/bugs/bug/2343978258981741/ 2. Entitlement fail on Quest if no access to Quest API a.STATUS: can be fixed by commenting out a line in OculusMobile_APL.xml. See at the end of list for complete solution. 3. PlayDynamicForceFeedback has errors when nativizing assets a. STATUS: can be fixed by changing \Engine\Source\Runtime\Engine\Classes\GameFramework\PlayerController.h line 1053 private to public, because 'PlayDynamicForceFeedback' is a private member of 'APlayerController', for reasons unknown b. Reference: https://answers.unrealengine.com/questions/831405/playdynamicforcefeedback-node-in-420-fails-to-cook.html ; 4. Oculus Go/Quest : No VOIP / or no LipSync with Oculus Avatars a. STATUS: NOT FIXED b. Reference: https://developer.oculus.com/bugs/bug/471102320355137/ ; c. Background infos: Android only allows access to the microphone from a single process. This wasn't an issue when networking avatars previously, as the mic input wasn't being used. But with the expressive update, we specifically need to run the mic through the OVRLipsync plugin to generate blend-shapes and drive the mouth shapes. Trying to hook up the mic to both VoIP and Lipsync therefore causes an inevitable race condition. The loser gets a bunch of zeros. So either there's no networked audio, or no blend-shapes. 5. Multiplayer Oculus Avatar is broken with official Oculus Avatar Plugin a. STATUS: NOT FIXED b. Use our in-house patched plugin/template, or use Photon Engine 6. Oculus Rift / S: Enabling Splash in Project Settings / Oculus Settings crash when loading next level a. STATUS: NOT FIXED b. Use blueprints to Set and Show Splash Screen 7. Stereo Layers are transluscent in ES3.1 (Oculus Go/Quest) / Vulkan (Oculus Quest) a. STATUS: NOT FIXED 8. Performance issues when a Render target is added to Spectator screen (VR) in a packaged game a. STATUS: FIXED IN 4.23 b. Reference: https://issues.unrealengine.com/issue/UE-70352 ; c. IN 4.22, don't use Spectator Screens, or use them only in editor: 9. Cannot access Oculus Quest platform features a. STATUS: You have to be greenlighted by Oculus before doing so or Oculus Business users will have access to Business Suite Q3-4 2019 10. When a stereo layer is present rendering a widget it cannot be destroyed. a. STATUS: NOT FIXED b. Reference: https://answers.unrealengine.com/questions/829084/stereo-layer-isnt-destroyed-on-end-play.html ; c. Avoid using stereo layers if you need to destroy them 11. Quest: Oculus Avatars and Oculus Audio use 32-bits Android libraries (armeabi-v7a); no arm64 librairies available a. STATUS: NOT FIXED b. Use 32-bits librairies on Quest if using Oculus Audio and/or Avatars3.5KViews2likes11CommentsTestSubmitFramesWhenNotVisible failing, 2 texture swap chains committed, can't figure out why
I am running my game through the VRC Validator and it's failing that test. I have implemented a simple pause system that hides motion controllers and also calls the SetGamePaused blueprint node when the game loses input focus. However, when I run this test it says that there are still 2 texture swap chains being committed. I haven't been able to find any documentation on this. The closest I found were the docs on implementing Dash support which really just says to hide motion controllers. Can anyone help me figure this out? I am trying to prep my game to upload an alpha build. Is there anything specifically I need to do to make sure no frames are sent once the game loses focus?516Views0likes0CommentsFixing DFAO for desktop and mobile ?
Has anyone tried fixing DFAO for desktop and mobile forward renderers? @imperativity Since Epic aren't focused on improving forward renderer for VR (nor deferred for that matter), I wonder if Oculus has any plans for DFAO (and maybe some other graphics goodies) in their branch of UE4. Thanks1KViews0likes1CommentCreating and distributing DLC - how?
The question is for Gear VR and Rift. I am wondering how to properly setup your project so that it's easily expandable via DLCs, how to build and package DLCs for it and how to properly distribute DLCs (via Oculus Home) so that user has smooth experience installing them for both Gear VR and Rift? Thanks beforehand1.6KViews0likes2CommentsHow to setup project to build and deploy to Gear VR and Rift ?
I am wondering about how to set up UE4 project so that I could build for Gear VR and Rift without ever messing with project settings and Blueprints (to adjust it for each platform before building). Is it possible? How? Thanks835Views0likes1Comment