The eye tracking is only work when first time open the Unreal Engine
I used the VR Preview to debug my eye-tracking project, yes, it works with the blueprints (when I first time open the project): and I print the state of eye tracking data, it is true: But this time I end the VR Preview, and I preview the project next time, the state of the eye-tracking is False. And of course I can't receive any gaze data. And I reopen the project, it will repeat the previous steps. It means each time I want to debug with eye tracking system, I should restart my Unreal Engine. Why it only works when the first preview after my project opened? the Unreal Engine is 5.1.1, the Integration is v54. I'm using Quest Link( Using cable to streaming ). I copied my project to another computer it has the same problem.2KViews0likes6CommentsHow to use Bluetooth (HC-06/08) to transfer data between Arduino and UE5 VR Game on Quest 2
Hello, everyone. I need some help with sending data from my Quest 2 to an Arduino board that has a Bluetooth module (HC-06 or HC-08) attached to it. I have managed to use the UE4DUINO plugin to link Arduino with UE5.1.1 on my PC, but when I build and deploy the VR Game to the headset, I have to specify the port for the headset (COM X) first. How can I find out the port of the VR headset? Also, when I tried to run the VR Game with the UE4DUINO blueprint that scanned some of the potential port numbers (from 1 to 12), the VR Game failed to launch. Is it because the UE4DUINO plugin only works for the Windows port? Are there any other plugins, blueprints or Android APIs that I can use in the VR Game to communicate with the Bluetooth modules? Please help me out. Thanks!696Views0likes0CommentsUE5.1 OVRPlugin Make crash when open command console and stereo layer
my device is quest pro. when I try to change the level, I can see these errors like below. even it's not happens always, but very highly percent. does anyone know that how to fix it? [2023.05.10-06.08.42:327][340]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrEndFrame(m_xrSession, &frameEndInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:6515 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.08.42:327][340]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().EndFrame4 1339 failed (-1006) [2023.05.10-06.08.42:356][341]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_CALL_ORDER_INVALID]: xrWaitSwapchainImage(swapchain, &waitInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:9087 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.08.42:356][341]LogOVRPlugin: Error: xrWaitSwapchainImage() failed: XR_ERROR_CALL_ORDER_INVALID (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:9090) [2023.05.10-06.08.42:362][341]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrEndFrame(m_xrSession, &frameEndInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:6515 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.08.42:362][341]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().EndFrame4 1340 failed (-1006) [2023.05.10-06.08.42:390][341]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrBeginFrame(m_xrSession, nullptr), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:6308 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.08.42:390][341]LogOVRPlugin: CompositorOpenXR::BeginFrame() failed: -2 [2023.05.10-06.08.42:390][342]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().BeginFrame4 1341 failed (-1006) [2023.05.10-06.08.42:397][342]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().EndFrame4 1341 failed (-1000) [2023.05.10-06.08.45:134][342]SocketIO: SocketIO 9Tedq5gw-foocHS1ABqb disconnected from namespace: / [2023.05.10-06.09.12:463][342]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrWaitFrame(m_xrSession, nullptr, &frameState), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:6225 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.09.12:464][342]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().WaitToBeginFrame 1342 failed (-1006) [2023.05.10-06.09.12:464][342]LogOVRPlugin: Display: Warning : CompositorOpenXR::Update called for frame 1342 outside of frame bounds [2023.05.10-06.09.12:464][342]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_TIME_INVALID]: xrLocateSpace( m_xrHandSpace[handIndex], m_xrAppSpace, outState.m_xrFrameState.predictedDisplayTime, &spaceLocation), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:4622 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.09.12:464][342]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_TIME_INVALID]: xrLocateSpace( m_xrHandSpace[handIndex], m_xrAppSpace, outState.m_xrFrameState.predictedDisplayTime, &spaceLocation), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:4622 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.09.12:467][342]LogOVRPlugin: CompositorOpenXR::BeginFrame() failed - !m_waitFrameCalled [2023.05.10-06.09.12:467][342]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().BeginFrame4 1342 failed (-1000) [2023.05.10-06.09.12:467][342]LogOVRPlugin: Display: Warning : CompositorOpenXR::Update called for frame 1342 outside of frame bounds [2023.05.10-06.09.12:467][342]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_TIME_INVALID]: xrLocateSpace( m_xrHandSpace[handIndex], m_xrAppSpace, outState.m_xrFrameState.predictedDisplayTime, &spaceLocation), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:4622 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.09.12:468][342]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_TIME_INVALID]: xrLocateSpace( m_xrHandSpace[handIndex], m_xrAppSpace, outState.m_xrFrameState.predictedDisplayTime, &spaceLocation), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:4622 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.09.12:468][343]LogOVRPlugin: HandleOpenXREvents(): XrEventDataInteractionProfileChanged [2023.05.10-06.09.12:468][343]LogOVRPlugin: Display: [XR_SESSION] XrEventDataSessionStateChanged: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_LOSS_PENDING session=72131501835157505 time=1106325602085300 [2023.05.10-06.09.12:468][343]LogOVRPlugin: [XR_SESSION] ... running 1 visible 1 focused 1 [2023.05.10-06.09.12:468][343]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_SESSION_LOST]: xrWaitFrame(m_xrSession, nullptr, &frameState), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:6225 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.09.12:468][343]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().WaitToBeginFrame 1343 failed (-1000) [2023.05.10-06.09.12:468][343]LogOVRPlugin: Display: Warning : CompositorOpenXR::Update called for frame 1343 outside of frame bounds [2023.05.10-06.09.12:468][343]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_TIME_INVALID]: xrLocateSpace( m_xrHandSpace[handIndex], m_xrAppSpace, outState.m_xrFrameState.predictedDisplayTime, &spaceLocation), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:4622 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.09.12:469][343]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_TIME_INVALID]: xrLocateSpace( m_xrHandSpace[handIndex], m_xrAppSpace, outState.m_xrFrameState.predictedDisplayTime, &spaceLocation), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:4622 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.09.12:469][343]LogWindows: FPlatformMisc::RequestExit(0)Solved6.3KViews0likes4CommentsMetaXR plugin v49 bugs with UE 5.1.1 from Epic and the standard OpenXR Template
I share these errors that I see have already happened to several people, including me: First error: If you go to Project Settings - Plugins - MetaXR - General, and change the XR API from ”Oculus OVRPlugin + OpenXR backend (current recomended)” to “Epic Native OpenXR with Oculus vendor extensions”, after the forced restart generates this exception: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 UnrealEditor_OculusXREyeTracker UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I see in Git that the change is to add the entry "XrApi=NativeOpenXR" to the {Project Path}\Config "DefaultEngine.ini" file. Second bug: When we create a Windows version (which worked native on Android and MetaXR Plugin in Quest 2) and run it in Quest 2 Link from PC, the floor is at eye level and the buttons on the controllers don't work, although we can move our eyes and hands without moving our fingers. It seems that in the VRPawn Blueprint, the Begin Play event does not detect the HMD as Enabled. Third bug: Using the unchanged VRTemplate and the OpenXR and MetaXR plugins, an Android build can be made without problems, except that the bottom three fingers of the hands only work while making some selection in the menu panel.4.3KViews1like2CommentsPlaying in VR with Quest 2 on Unreal 5.1.1 with Quest Link crashes in RuntimeIPCSystem thread
I'm working on an Unreal 5.1 project using MetaXR and OpenXR plugins. Lately I've been unable to play in VR mode on my Quest 2 in Unreal due to this crash. The crashing thread is RuntimeIPCSystem, and here is the exception message: Exception 0xc0000005 encountered at address 0x1ef7fa73ef0: User-mode data execution prevention (DEP) violation at location 0x1ef7fa73ef0 Another interesting note is when this crash happens, the Oculus App closes and reopens and Quest Link won't work until I unplug-replug the cable to my Quest 2. Here are some details about my circumstances: - Nobody else on my team has experienced this issue, and I have tried a fresh pull on the project with the same result. This leads me to believe it's a local issue on my machine. - I've tried using DebugGame and Development editor build configurations with the same result - I've uninstalled and reinstalled the Oculus App twice - I've done a Windows restore, where I reinstalled Windows while keeping my apps and user data intact. - Running in VR mode in Unreal editor without Quest Link active will NOT crash I'm suspicious of the Oculus App and Quest Link, but reinstalling the Oculus App hasn't helped. Is there anything I can do to completely wipe my Oculus App data in hope of resetting whatever is broken?1.7KViews0likes3CommentsMetaXR OVRPlugin crashes at start, Native OpenXR with Oculus is OK
Hello, With the latest MetaXR plugin on Unreal Engine 5.1 (Launcher version), there is a problem running the OVRPlugin backend with a crash when running the game. It's fine when using native OpenXR with Oculus, it's also fine with Epic's OpenXR plugin without MetaXR plugin. When selecting Native OpenXR + Oculus extensions, does it enable MetaXR features too? I mean adaptive resolution, FFR, etc.. ?2.2KViews1like4CommentsOculusXRBodyTracking component - It does not work correctly!
Hello, everyone! PLS help me understand! I want to link multiple Oculus 2's over a Lan connection. I add a Body Tracking component to the pawn, but when I connect to the network, all the other pawns I see are just repetitions of my body movements in the other created pawns. And so everyone sees in others only the movement of his body (Player's movements are copied the same). What am I doing wrong? How do I create a Pawn so that each "OculusXRBodyTracking" component works on each Pawn separately? Im work on UE5.1.1847Views1like0Commentsovr_AssetFile_GetList() returns an empty list even though assets are uploaded
Hi, We're adding in-app purchase and DLC support to our Applab app. In-app purchase is approved in data use checkup. We've uploaded an asset and associated it with an add-on and it's visible in the developer portal correctly associated with the SKU. The asset has purchased fine via the APIs and the other IAP APIs are working - such as ovr_IAP_GetProductsBySKU. However, ovr_AssetFile_GetList() always returns an empty list on completion when using ovr_Message_GetAssetDetailsArray and ovr_AssetDetailsArray_GetSize . It reports success/no errors. Even though the asset has been uploaded. Is this a bug or known issue? Without this we can't get at the asset ID to initiate downloads. Details: Latest Oculus SDKs (v50) using UE 5.1.1. Example code: OculusSubsystem->AddRequestDelegate( ovr_AssetFile_GetList(), FOculusMessageOnCompleteDelegate::CreateLambda([this, Delegate](ovrMessageHandle Message, bool bIsError) { FString ErrorStr; TArray< FAliveInTechIAPAsset > Items; if (bIsError) { auto Error = ovr_Message_GetError(Message); auto ErrorMessage = ovr_Error_GetMessage(Error); ErrorStr = FString(ErrorMessage); UE_LOG(AliveInTechIAP, Error, TEXT("ovr_AssetFile_GetList Error of %s"), *ErrorStr); } else { auto ArrayHandle = ovr_Message_GetAssetDetailsArray(Message); //always returns 0 const size_t ArrayNum = ovr_AssetDetailsArray_GetSize(ArrayHandle);Solved2.1KViews0likes1Commentunreal 5.1.1 + metaXR 49 FFR greyed out / not working
I'm testing a project in 5.1.1 and attempting to enable FFR. XrApi=NativeOpenXR - Unreal Loads, but FFR options in the Options MetaXR plugin greyed out XrApi=OVRPluginOpenXR - Crashes unreal on startup with dx11 or dx12 rhi Assertion failed: Size > 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Buffer.cpp] [Line: 24] Attempt to create buffer 'FOculusXRHMD' with size 0. UnrealEditor_D3D11RHI UnrealEditor_OculusXRHMD!OculusXRHMD::BuildOcclusionMesh() [P:\SVR\spaceVR51_convert\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD.cpp:2711] UnrealEditor_OculusXRHMD!TEnqueueUniqueRenderCommandType<`OculusXRHMD::FOculusXRHMD::SetupOcclusionMeshes'::`2'::SetupOcclusionMeshesCmdName,<lambda_2fad79b2e4f9b715a270c9ed185c9dc1> >::DoTask() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206] UnrealEditor_OculusXRHMD!TGraphTask<TEnqueueUniqueRenderCommandType<`OculusXRHMD::FOculusXRHMD::SetupOcclusionMeshes'::`2'::SetupOcclusionMeshesCmdName,<lambda_2fad79b2e4f9b715a270c9ed185c9dc1> > >::ExecuteTask() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348] UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll1.3KViews3likes0Comments