Download Files the Right Way on Android in Unreal Engine
I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to download video files on a Quest 2 app built in Unreal 4.26 Oculus Integration version but it isn't as simple as just creating a java. There are a few plugins I've looked but have so far failed to fully implement including : https://github.com/gameDNAstudio/MobileUtils and https://github.com/Sovahero/PluginMobileNativeCode I'm having an issue implementing the Java DownloadHelper class since I can't seem to include the DownloadHelper package with these plugins. Has anyone out there tackled this issue the "recommended" way per the article linked? What would be even better is if Oculus could create a post for Unreal the way they did for Unity! Any assistance would be much appreciated!3.4KViews0likes4Comments[Fixed] Quest 2, Hand tracking within VR Preview / PCVR not working
Hello, I am building a prototype using Lumen and hands tracking V2. I can not figure out how to see hands in VR preview or windows build / PCVR. For now I am running Ue5.2.1, I am able to build for Quest 2 and Hands are working. ( the Hands Interaction train sample works well ) However with the same project, I can not see my hands in VR preview... 1 . I have my developer account and I've allowed OpenXR Extensions Through the beta tab in oculus APP "developer Runtime feature" 2. Meta XR API is set to "OVRPlugin+ OpenXR backend" 3. I have tried several combination of Pawn, with or without skeletal meshes, Root |__Camera |__LeftMotionController | |__LeftOculusXRhand ( set with mesh and skeleton to left ) |__RightMotionController |__RightOculusXRhand ( set with mesh and skeleton to Right) none works in vr preview. Im I missing something? is there anything to factory reset for it to work? Anyone from MetaStoreHelp could give us an hand? ( ๐ ) The plugin I am using is MetaXR 57.0, MQDH 4.2, Oculus App Version 60.0.0.162.352 thanks!1.6KViews0likes1CommentUE5 with MetaXR plugin not showing console commands window in VR Headset
Hello everyone, Iโm using the MetaXR Plugin in Unreal Engine 5.3.2. I'm trying to get a behavior back: I was able to see the console commands window in VR Headset but not anymore. It shows on the computer screen only but not in headset. Also print string messages are not showing. What should I do to get this back? Thanks.836Views0likes0CommentsBuild works in AppLab only when packing everything in one apk (no obb)
Hello, I am using Unreal 5.2.1 with MetaXR 56.0 I managed to make a shipping build and upload it to AppLab with the Meta XR Platform Window (in Unreal editor), but when I launch it in my Quest 2 it just shows the 3 loading dots. The build runs correctly if I install it from my pc using the Install_*.bat in the package folder. If I make the shipping package activating "Package game data inside apk" activated and upload it to AppLab, then it works. However this is not a solution because the apk must be less than 1 GB, and my final app will be more. I also tried uploading from command line, with: ovr-platform-util.exe upload-quest-build --app-id **** --app-secret **** --apk .\MyApp-Android-Shipping-arm64.apk --channel ALPHA --obb .\main.2.com.mycompany.myapp.obb Upload and validation are ok, but when launching the app I still see just the 3 dots. I suspect that the obb file is not correctly managed, because while downloading in the Quest I see that the app size is just the size of the apk (~40 MB), while when downloading the app all packaged in the single apk it was much larger (~400 MB). Thanks for any help!1KViews0likes0CommentsCannot connect Unreal Insights with App Lab game with Quest 2
I am stuck trying to see Unreal Insights for my app which I am developing through the App Lab. I've tried the following 2 guides, but they are so poorly written, I don't know if I am missing some key steps in between. https://developer.oculus.com/blog/get-started-with-unreal-insights-on-the-oculus-quest/ https://inu-games.com/2020/01/06/unreal-insights-on-oculus-quest/ So Far, I've connected my Quest 2 through USB. And I have a Beta build installed through App Lab in my Quest 2. I can launch and play my app no issues. Unreal 4.27 Then I set up TCP connections, by opening a Command Prompt and doing this "adb reverse tcp:1980 tcp:1980" and I get a return value of 1980. Next I set up the UE4CommandLine.txt which is under This PC\Quest 2\Internal shared storage\UE4Game\MusicalRange\UE4CommandLine.txt which is a path in the Oculus Quest 2. I have tried various variations of these txt files. I know it is updated in the quest, because I can see the file size change which each version. The 3 versions are ID Redaced to random characters ../../../MusicalRange/MusicalRange.uproject -Messaging -SessionId=ABABABA565656 -SessionOwner="Eugenio" -SessionName="Quest_2 (CDCDCD898989)" -cpuprofilertrace -statnamedevents -tracehost=127.0.0.1 ../../../MusicalRange/MusicalRange.uproject -Messaging -SessionId=ABABABA565656-SessionOwner="Eugenio" -SessionName="Quest_2 (CDCDCD898989)" -cpuprofilertrace -trace=log,counters,cpu,frame,bookmark,file,loadtime,gpu,rhicommands,rendercommands,object -statnamedevents -tracehost=127.0.0.1 -tracefile=-tracefile=/sdcard/UE4Game/MostRecentTraceCapture.utrace ../../../MusicalRange/MusicalRange.uproject /Game/MusicalRangeReloaded/Maps/Map_MRR_ShootingRange -trace=log,counters,cpu,frame,bookmark,file,loadtime,gpu,rhicommands,rendercommands,object -statnamedevents -tracehost=127.0.0.1 -tracefile=-tracefile=/sdcard/UE4Game/MostRecentTraceCapture.utrace Next, I open up Unreal Insights, enable Auto Start Analysis, but no session ever shows up when I run app on my Quest 2. All guides seem to indicate that it's done. It should be working. What am I missing?4.1KViews0likes4CommentsOculus always says the Android SDK version is wrong during validation
When uploading my app to Oculus, I receive this message: ERROR: Android Target SDK version is 29, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml). But I am on SDK 32, in fact its the only SDK I have installed. my gradle.properties: my AndroidManifest.xml: In Unreal, I am targetting SDK 32, and during the build process, it specifically states I am using SDK 32: Is this a bug on the Oculus side? Side loading the app works fine. but can't upload3.7KViews0likes2CommentsTextures Unexpectedly Downsized on Quest 2
Background: I have a material that uses an 8K x 4K texture like a cubemap using the LongLatToUV node in UE5.1. There is a user-controlled surveillance camera in a static environment, and rather than render a virtual camera into a render target to display on the surveillance monitor, I'm using this 8K environment map generated from the position of the camera mesh and then doing look-ups into it based upon the world orientation of the camera mesh. The user needs to be able to zoom in fairly far and retain clarity, hence the large texture size. This works very well in PCVR mode, but when packaging for the Quest 2, the texture gets downsized to 2K x 2K and is obviously quite blurry when zoomed in, especially horizontally. I created a new material that uses two 2K x 2K textures (the same 8K x 4K, downsized to 4K x 2K and then split in half) to effectively create a 4K x 2K texture on the headset (see image below). The worked perfectly. I was then confident I could use the same tiled cubemap technique to effectively create an 8K x 4K texture on the headset. The end result looked exactly the same in PCVR as the original 8K texture. On the headset, however, it looked exactly like the previous attempt, 4K x 2K tiled, making me think my eight 2K tiles got downsized to eight 1K tiles maybe. Does anyone know why this might be happening? I'm assuming there is some kind of per-material limitation that I am running up against. And thank you for taking the time to read all this! (Note: the material has an additional texture look-up to create a HUD effect, so Option 1 has 2 look-ups, Option 2 has 3 look-ups, and Option 3 has 9 total look-ups.)1.1KViews0likes0CommentsQuest 2 - Switching off individual screens / Unreal
I'm creating an app for the Quest 2, using Unreal (and not having much success getting help on the Unreal forums). I need to be able to switch off individual screens on Quest 2, so that I am displaying graphics to either the right or left eye. Any idea how I might be able to do this? I'm looking into nDisplay settings, but there's no guidance for this type of function.1.4KViews0likes3CommentsSharedSpaces project not compiling (unreal 5.1)
Hi Everyone, I followed this lovely guide by ysquall to setup the shared spaces plugins in my project https://docs.google.com/document/d/1mb1YBlNyfjJ94gCY0rIi364pBIvkPko0rjiDumEcKto/edit However when I build my project I get this error "Could not find definition for module 'Photon', (referenced via Target -> PhotonNetDriver.Build.cs)" Thank you in advance! Kaushik2KViews0likes4CommentsHand Tracking with PC build (using Link cable)
Does anyone know how to implement Hand Tracking on the PC using the link cable? A solution must be pretty close, itโs easy to play with the Hand Tracking features in the editor via the VR Preview, but when packaging the project to Windows and playing via the link cable the Hand Tracking is gone. Apps like Immersed have Hand Tracking enabled, but I can just imagine the custom code they had to do it.1.9KViews2likes1Comment