Grabbed object with custom pose "wiggles" when moving controller or hands rapidly back and forth
I posted an issue at https://github.com/oculus-samples/Unreal-InteractionSDK-Sample/issues/16 but adding here for visibility also. I found that if I grabbed an object with a custom pose and moved the controller back and forth quickly the grabbed object doesn't seem to to track my virtual hand quite right. It kind of looks like the object "wiggles" or jiggles/lags behind the hands. This was only happening with pose mode set to "Snap Object to Pose". I tracked it down to CalculateInteractorSnapTransform() in OculusInteraction\Private\Interaction\Grabbable\IsdkGrabTransformerComponent.cpp but I'm not sure the best way to fix. I notice some of the other branches in UIsdkGrabTransformerComponent::UpdateTransform() end up calling TransformTarget->SetRelativeTransform(TargetRelativeTransform); which doesn't exhibit the issue. Hands tracking also seems to have the same issue. I asked Gemini for a solution and it suggested this code: FTransform UIsdkGrabTransformerComponent::CalculateInteractorSnapTransform( FTransform& TargetTransformIn, FTransform& InteractorTransformIn) { const FTransform OffsetInverse = InteractorSnapOffset.Inverse(); const FTransform FinalTransform = OffsetInverse * InteractorTransformIn; return FinalTransform; } It did fix the problem, but I'm not sure what other purposes the original code had as it was more complex. Thanks!45Views0likes0CommentsMeta files that fail on Mac due to hardcoded Windows-style path\filename
Is there a maintained list of Meta UE source files (.cpp/.h) that hardcode Windows-style backslashes in file paths (e.g., path\filename instead of path/filename)? On macOS, those paths aren’t valid and have been breaking packaging/deployment (and sometimes Xcode builds) for me. I’ve confirmed at least two instances and suspect more. A complete inventory would let me verify whether this is the root cause of my Mac build/deploy failures and fix them efficiently.57Views0likes2Commentsv77 Grab Hand Pose Translation/Rotation
Hi, I'm using v77 of the Interaction SDK in Unreal 5.5.4 for hand tracking, and am having issues with a HandGrabPose not following the grab location/rotation when using rotation and location transformers. I am using an object setup with multiple grabbable pieces. My blueprint hierarchy is essentially: Mesh -- GrabbableComponent1 -- SubMesh ---- GrabbableComponent2 ------ HandGrabPose GrabTransformer1 (for main mesh, with free transformer) GrabTransformer2 (for sub mesh, with translate constraint applied) The actual interactions of the meshes work without issue. I can grab the main mesh, and grab the submesh to move it with its translation applied. My HandGrabPose component has the following properties set: The initial posing is fine and the hand will move to the intended pose position, but as the submesh is moved, the hand pose stays in the same location rather than following the submesh as I would like. Looking at the source for hand poses, I can see that the hand pose override is set via a call in OculusInteractionPrebuilts/Rig/IsdkHandPoseRigModifier to HandMeshComponent->SetHandPoseOverride once the grab state changes to Selected, but as this is only called upon initial grab, the required RootPoseOffset does not get updated upon translation/rotation of the grabbed component. This is not an issue for components with only one grabbable where the entire object will be moved and thus the offset remains constant, but for my case with sub-objects the pose offset obviously does change but the hand remains in its initial location. Has anyone run into a similar issue and could recommend a solution or workaround? I'd be happy to provide more information on my setup if needed. Thanks!79Views0likes2CommentsMETA XR on Mac OS - Meta Fork & UE standard install both failing
Has anyone had a problem with using the META XR plugin on the Mac? I have tried using the instructions exactly for developing for the Quest using UE on Mac absolutely by the book both using the Meta Fork of UE and doing a standard install and then installing the Meta XR plugin. Both are failing at deploy on my Quest 3. They either stop at the splash screen or crash out at the splash screen. However, with the standard install NOT using Meta XR plugin, it's starting correctly. Reenabling the META XR plugin then results in a crash, typically a shader crash. I'm relatively new to this so any recommendations are greatly appreciated. In case this is helpful: Model Name: Mac Studio Model Identifier: Mac13,1 Model Number: MJMV3LL/A Chip: Apple M1 Max Total Number of Cores: 10 (8 performance and 2 efficiency) Memory: 32 GB Thanks!60Views0likes0CommentsExpecting to find a type to be declared in a module rules named 'OculusXRHMD' in UE5Rules
When I try to launch my Project on my Quest 2, I get this error: LogPlayLevel: UAT: Expecting to find a type to be declared in a module rules named 'OculusXRHMD' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool. I have no Idea what causes this or how to fix it. I've just finished the quick start guide and nothing works.6.2KViews0likes10CommentsPackaged app does not start, black screen
Hello, I am working with UE 5.3.2 on Windows 10 deploying on Oculus Quest 2. I packaged and installed the app I am developing. After installation the app does not start. I run it from Unknown sources, it never changes the view to the game view. It either: 1. Does not react at all 2. Turns black for a second and turns the app off 3. Turns the screen black for a second and leaves the app minimised, when turning it maximized it turns the screen back to black for a second again and nothing changes. I have tried referring to several tutorials which are mostly referring to older versions of Unreal or to troubleshooting of this similar problem, like this: https://forums.unrealengine.com/t/issues-getting-unreal-project-run-on-the-quest/128236 . Those proved to provide more options that are version specific or case-specific, none of them worked. Among things I have tried: 1. Changing SDKs and NDKs. 2. Disabling OpenXR. 3. Deploying with different settings (development/shipping/others ASTC/DXT/others). If I should set one of those to something specific (for example that I should always try to deploy ASTC, for the time of the troubleshooting, please let me know). Right now I am kind of losing hope and am looking for some guidance where should I be looking for next steps. Right now I am referring to UE5 documentation, let me know if thats the right approach. Specifically I am trying to use this: https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/5.4KViews0likes11CommentsMeta XR Audio SDK Integration Issues with Unreal Engine 5 and Wwise for Quest 3 Development
Hi everyone, I'm developing a VR game for Meta Quest 3 using Unreal Engine 5.4.4, Meta XR SDK v68, and Meta XR Audio SDK v68 with Wwise 2023.1.7.8574.3199. I'm encountering some issues with the Meta XR Audio SDK integration and would appreciate any help or insights. I've followed the setup instructions from the Meta documentation (https://developers.meta.com/horizon/documentation/unreal/meta-xr-audio-sdk-wwise-req-setup?locale=en_GB), but I'm running into the following problems: 1. When I copy the MetaXRAudioWwise DLL and XML files to the Wwise app folder as instructed in the documentation, Unreal Editor fails to launch with the following assertion error: LoginId:902113744ce7dcdd8266e487fa1248f0 EpicAccountId:af814a7bf2724617a579492d6f104ad5 Assertion failed: DllHandle [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformProcess.cpp] [Line: 196] UnrealEditor_Core UnrealEditor_MetaXRAudio!FMetaXRAudioLibraryManager::GetPluginContext() [C:\Users\Volrath\Documents\GitHub\hg-project-shibainu\Plugins\MetaXRAudioWwise\Source\MetaXRAudio\Private\MetaXRAudioDllManager.cpp:250] UnrealEditor_MetaXRAudio!FMetaXRAudioLibraryManager::UpdatePluginContext() [C:\Users\Volrath\Documents\GitHub\hg-project-shibainu\Plugins\MetaXRAudioWwise\Source\MetaXRAudio\Private\MetaXRAudioDllManager.cpp:209] UnrealEditor_MetaXRAudio!UMetaXRAudioAcousticSettings::UMetaXRAudioAcousticSettings() [C:\Users\Volrath\Documents\GitHub\hg-project-shibainu\Plugins\MetaXRAudioWwise\Source\MetaXRAudio\Private\MetaXRAudioAcousticSettings.cpp:26] UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor kernel32 ntdll 2. If I instead copy these files to the Wwise plugin folder in my game project, I can launch the editor and build the APK. However: a. When trying to launch the APK on the Quest 3, it crashes after showing the splash image. b. When attempting to run it from the editor to the headset (via launch in platform, not PCVR), it crashes with the following errors: LogPlayLevel: UAT: 10-02 18:13:34.045 5809 6018 D UE : LogOnline: OSS: Unable to create OnlineSubsystem instance GOOGLEPLAY LogPlayLevel: UAT: 10-02 18:13:34.045 5809 6018 D UE : LogOnline: OSS: Created online subsystem instance for: NULL LogPlayLevel: UAT: 10-02 18:13:34.045 5809 6018 D UE : LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL] LogPlayLevel: Warning: UAT: 10-02 18:13:34.045 5809 6018 D UE : LogOnline: Warning: OSS: FOnlineSubsystemGooglePlayModule was disabled LogPlayLevel: Warning: UAT: 10-02 18:13:34.047 5809 6018 D UE : LogAndroid: Warning: dlopen failed: dlopen failed: library "libMetaXRAudioWwise.so" not found LogPlayLevel: Warning: UAT: 10-02 18:13:34.048 5809 6018 D UE : LogAndroid: Warning: dlopen failed: dlopen failed: library "libMetaXRAudioFMOD.so" not found LogPlayLevel: Warning: UAT: 10-02 18:13:34.049 5809 6018 D UE : LogAndroid: Warning: dlopen failed: dlopen failed: library "libmetaxraudio64.so" not found LogPlayLevel: Error: UAT: 10-02 18:13:34.049 5809 6018 D UE : LogAudio: Error: Meta XR Audio: Unable to load Meta XR Audio UE integratiton LogPlayLevel: Error: UAT: 10-02 18:13:34.049 5809 6018 D UE : LogAudio: Error: Meta XR Audio: Failed to load OVR Audio dll LogPlayLevel: UAT: 10-02 18:13:34.050 5809 6018 D UE : LogOculusPluginWrapper: OculusPlugin initialized successfully LogPlayLevel: UAT: 10-02 18:13:34.307 5809 6018 D UE : LogHMD: FOculusXRHMDModule PreInit successfully LogPlayLevel: UAT: 10-02 18:13:34.308 5809 6018 D UE : LogInit: ExecutableName: project_shibainu ... LogPlayLevel: UAT: 10-02 18:13:34.914 5809 6018 D UE : [2024.10.02-21.13.34:914][ 0]LogHMD: PokeAHoleMaterial loaded successfully LogPlayLevel: UAT: 10-02 18:13:34.950 5809 6018 D UE : [2024.10.02-21.13.34:950][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. LogPlayLevel: UAT: 10-02 18:13:34.950 5809 6018 D UE : [2024.10.02-21.13.34:950][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. LogPlayLevel: UAT: 10-02 18:13:34.995 5809 6018 D UE : Assertion failed: DllHandle [File:./Runtime/Core/Private/Android/AndroidPlatformProcess.cpp] [Line: 60] LogPlayLevel: UAT: 10-02 18:13:34.995 5809 6018 D UE : LogPlayLevel: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]Assertion failed: DllHandle [File:./Runtime/Core/Private/Android/AndroidPlatformProcess.cpp] [Line: 60] LogPlayLevel: UAT: 10-02 18:13:35.003 5809 6018 D UE : LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: === Critical error: === LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: Assertion failed: DllHandle [File:./Runtime/Core/Private/Android/AndroidPlatformProcess.cpp] [Line: 60] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x0000007878F32694 libUnreal.so(0x0000000009DFB694)!FAndroidPlatformProcess::GetDllExport(void*, char16_t const*) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078820A57C8 libUnreal.so(0x0000000012F6E7C8)!FMetaXRAudioLibraryManager::GetPluginContext() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078820AF128 libUnreal.so(0x0000000012F78128)!FMetaXRAudioLibraryManager::UpdatePluginContext(float) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078799B5254 libUnreal.so(0x000000000A87E254)!UClass::CreateDefaultObject() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x0000007879D20414 libUnreal.so(0x000000000ABE9414)!ProcessNewlyLoadedUObjects(FName, bool) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078808AB8C4 libUnreal.so(0x00000000117748C4)!FEngineLoop::PreInitPostStartupScreen(char16_t const*) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078808A3048 libUnreal.so(0x000000001176C048)!FEngineLoop::PreInit(char16_t const*) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x000000788088F080 libUnreal.so(0x0000000011758080)!AndroidMain(android_app*) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x000000788089FA60 libUnreal.so(0x0000000011768A60)!android_main() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078808C6BC8 libUnreal.so(0x000000001178FBC8)![Unknown]() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000079A8B6C154 libc.so(0x00000000000E0154)![Unknown]() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000079A8B186E0 libc.so(0x000000000008C6E0)![Unknown]() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: 3. Interestingly, everything works fine when running in simulation mode in the editor or via the Meta XR Simulator. Has anyone encountered similar issues or have suggestions on how to properly integrate the Meta XR Audio SDK with Wwise for Quest 3 development in Unreal Engine 5? Any troubleshooting steps or potential solutions would be greatly appreciated. Thank you in advance for your help!1.2KViews0likes2CommentsMRUK scene loading inconsistently
I am working on a mixed reality game and using the MRUK to load scene data. "Load scene from device async" doesn't seem to work. Before using the MRUK, I used the OculusXrSceneActor, which worked wonderfully, but now im kind of lost. Now, using the "Spawn interior" function, it does work -- but only for my collegue. I'm not sure what is happening, could use any clue as to what is happening. For some extra info: we check for permissions and launch the capture flow (which another post said could help fix issues with "missing" scene data)Solved2.5KViews0likes4CommentsDiscovered anchors are placed at (0,0,0)
Hi there, I'm trying to use MetaXR anchors for my current project. I previously used Unreal 5.1 with PCVR and I could create, save and reload anchors. I am now trying to do the same in an Unreal 5.4 standalone project. My problem is that when I save the anchor, and I reload it with its UUID, it spawns at (0,0,0). Using the logcat from Android Studio, I found out that there were two errors, one pretty seamingless : SP:AF:AnchorFramework: getAnchorUuid can't find anchor for handle 4 And the second one, which I think is the real problem : [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:13440 (arvr\\projects\\integrations\\OVRPlugin\\Src\Util/CompositorOpenXR.h:317 My blueprint is ugly right now, but here is how I discover and save anchors :Solved1.2KViews1like2Comments