Unreal Engine github version not compatible with MetaXRPlatform plugin.
Hello, I'm sure I've done something wrong or missed something, but I'm trying to get my entitlement check working and I'm having a heck of a time. A bit of background: I've downloaded and compiled the latest Unreal Engine github fork I've built my project and it works and everything is compiling and happy I made a Game Instance blueprint I've tried to drag out an Entitlement pin, and Unreal Engine finds nothing. When I download the MetaXRPlatform (Version 65.0) The Engine starts up with this error: The 'OculusPlatform' plugin was designed for build 5.3.0. Attempt to load it anyway? and when I press Yes it gives me another error: The following modules are missing or built with a different engine version: OVRPlatform Engine modules cannot be compiled at runtime. Please build through your IDE. Do I need to compile something else somewhere? Please help! JPSolved4.6KViews0likes8CommentsUnreal Engine 4.27.2 OculusVR branch, not work right eye in Vulkan on Meta Quest 3.
I compiled the engine from https://github.com/Oculus-VR/UnrealEngine/tree/4.27 This old article explains how to enable a stripped-down version of post-processing: https://developer.oculus.com/blog/graphics-showcase-using-vulkan-subpasses-in-ue4-for-performant-tone-mapping-on-quest/ But, first, when i set r.Mobile.TonemapSubpass=1 how told in article, editor viewport set to blue and nothing see. Second, if i set r.Mobile.TonemapSubpass=1 from blueprint, then on device Quest 3, mobile tonemapping turn on in Vulkan, but right eye not work. If i switch to OpenGL ES3.1 tonemapping not work, but right eye work. Very strange, do Quest developers test their solutions on new devices? Maybe I configured something incorrectly, where i can see an example project with a working tonemapping on UE 4.27.2? In download section nothing.703Views0likes0CommentsWhy I get this error? I deleted all coroutines but still error
[OVRManager] OnDestroy OVRManager:OnDestroy() Coroutine couldn't be started because the the game object 'PrizmaPlusMove1' is inactive! Oculus.Interaction.InteractableColorVisual:UpdateVisual() Oculus.Interaction.Interactable`2:set_State(InteractableState) Oculus.Interaction.Interactable`2:Disable() [./Runtime/Mono/MonoBehaviour.cpp line -2131044792]517Views0likes0Comments