Unreal Multiplayer issue Joining Session
Hi, I've posted this on the Unreal forums as well so if I get an answer there I will post it here. I've been developing a VR demo in Unreal 4.22 for the Quest for about a month with great success. It is a multiplayer shooter and I've been hosting on the Quest or Vive and have tested with 4 players, everything's great, until... Randomly about a week and a half ago, for some reason the Join Session node is not allowing the client to connect to the listen server anymore. When the client calls Join Session after finding the server, the Join Session node fire off and complete off the success pin as if everything is fine! except nothing happens... I also setup a test in 4.23( of course following the instructions on this site) and am experiencing the same issue or issue where I connect to the listen server but it isn't the same instance of the server as the players cannot see each other inside the level. Has something changed recently regarding networking on the Quest? Is anyone else having multiplayer issue in Unreal recently? I feel like something changed and I just don't know about it.13KViews0likes25CommentsCloth Simulation in Oculus Quest?
Hello, I tried to build a demo(including very very small size of cloth simulation) and played in oculus quest2(stand alone), but cloth simulation did not work, actually it showed just a mesh without any cloth simulation. However, Played Correctly in Unreal Editor's VR Mode. So I was wondering if I did wrong with the unreal engine setting for oculus quest, Are there some specific unreal settings that I should do for using cloth simulation? How shoud I do for it? Thanks for advices, have a nice day 🙂3.8KViews0likes7CommentsHow to set up mic input correctly in Unreal?
Hello! I'm currently working on my final year project for Uni and need to access the microphone in the Quest 2. I've found the AudioCapture component and assigned a submix to it and then I'm recording this input which is then played back through the headset. When using the VR Preview it does exactly what I expect, I can hear myself through the headset audio and can then hear the recording play back once it's complete too, however the problem is when I try to launch it onto the device instead, nothing happens, and no sound occurs. I've put in print strings to make sure the blueprints are still being run through, which they are, but no audio is present. I'm unsure as to what could be causing this. Any help would be much appreciated.5.9KViews0likes5CommentsUnreal Engine 4.26.2 Error (Meta Quest edited version)
Hi, i installed Unreal Engine 4.26.2 and applied the official Meta Quest mod to it. every time i try to launch it, it says "Plugin 'OculusVR' failed to load because module 'OculusOpenXRHMD' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project"1.3KViews1like1CommentTips on how to attain the player's boundary type in Oculus Quests VR Preview (UE4-27.2)
Hello everyone, I am currently developing a VR game within Unreal Engine 4, and I am trying to ascertain within my blueprint whether or not the player is using a room-scale or stationary boundary while in VR Preview. I have attempted to work with the nodes within the Oculus Library - Guardian folder, however they currently don’t appear to be returning any values. Does anybody know if there is a more simple way to attain this information? The only value I need is the player’s boundary type.885Views0likes0Commentsnull pointer dereference FAudioDeviceManager::GetActiveAudioDevice() on downloaded Development build
We're doing development builds to do profiling, (an Unreal 4.26 project) and it would be much easier if we could just download them from the store rather than copying them over the network. The same build that we're uploading runs fine if installed from the local version. But when downloaded from the store, it crashes: a null pointer dereference in FAudioDeviceManager::GetActiveAudioDevice() called from FOculusMRModule::OnInitialWorldCreated Anyone know what would cause this? Could it have anything to do with the apk name? I ask because usually we upload our development builds with the apk name format like this: GameName-Android-Development-arm64.apk Those uploaded builds will run when downloaded from the store, although we cannot do profiling on them for some reason. Today I changed the apk name to be GameName-arm64.apk which is the name it creates by default. With that name, the local version installs and runs, but when uploaded and then downloaded from the store, it crashes. Any idea what is going on? Thanks! Bob975Views0likes0Comments"Oculus SDK not found or older than 1.0." when validating
We started getting this message when uploading a Development config build. I see several other posts referencing this error, but none of them have any solutions. Any idea what causes this? If we upload in Shipping config, it works. And this same Development build upload was working last week...807Views0likes0Commentsflipbook in oculus quest does not render properly
Dear All, I have a very basic material being rendered on a spheric mesh, which appears correctly at the beginning but starts changing in a recursive manner by increasing the size of the rendering mesh like this video: youtu.be/7s9cxypgUWE Here is the flipbook I used: Any comment is highly appreciated.840Views0likes1CommentGetting raw sensor data UE4 blueprints and quest 2
Hi, I am trying to get the raw sensor data using the Oculus Library blueprint action from here : https://developer.oculus.com/documentation/unreal/unreal-blueprints-get-raw-sensor-data/ I am unable to see any sensor values printed in the logcat log. Could someone suggest what I might be doing wrong here? Here is my blue print event map.1.9KViews0likes2Comments