Mobile HDR and post processing issue
Hi Guys, Lately I have been ran into some issues when trying to integrate Tone-mapping into our Oculus-VR project. We are currently on the 5.5 Oculus VR fork but with the Mobile HDR turned off for bettery performance. My question is, the post-processing volume doesn't seem to be working even I execute the following command: r.Mobile.TonemapSubpass=1 Unreal Tone Mapping for Oculus the post processing doesn't seem to be affecting the scene. And when I turned on the Mobile HDR the Post processing start to work. So I wonder if the ToneMap Subpass requried to have the Mobile HDR On or am I doing something wrong?Solved328Views0likes1CommentVRC.Quest.Functional.9 - How to map Oculus Home Button
Hi! I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9. The user's forward orientation is not reset when the Oculus Home button is long-pressed. But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button. How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)8.7KViews3likes22CommentsIssues with Using Stereo Layer on Oculus Quest 2: supports depth = true and no alpha channel = false
Hello, I am developing an application for the Oculus Quest 2 using Unreal Engine, and I have encountered a problem when trying to configure the Stereo Layer with supports depth set to true and no alpha channel set to false. Problem: With these settings, the widgets display with a black color instead of transparency. Everything works correctly in the emulation mode on PC, but on the Oculus Quest 2 (Android) device, transparency does not display properly when depth support is enabled. What I Have Tried: * Enabling and disabling various combinations of settings for supports depth and no alpha channel. * Configuring the widget material: * Blend Mode = Translucent * Separate Translucency = true * Updating to the latest version of Unreal Engine and Oculus SDK. * Using masks instead of alpha transparency. * Checking all standard rendering and post-processing settings in the project. Engine: UnrealEngine-oculus-4.27.2-release-1.89.0-v62.0 Question: Is it possible to use supports depth = true and no alpha channel = false for stereo layers on Oculus Quest 2? If so, what additional settings or steps are necessary to properly display transparency? I would appreciate any help or recommendations on how to resolve this issue. Thank you!676Views0likes0CommentsDownload 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!3.4KViews0likes4CommentsOculus Quest 1 not generating rec.upipelinecache file
Hello, I'm trying to implement ue4's native PSO system into my project. Right now it won't cache and generate the rec.upipelinecache file nor it's associated folder CollectedPSOs. Even when I manually create the CollectedPSOs folder. I've followed UE4's own tutorials for Gathering PSO Data and Enabling PSO Caching. The only deviations have been the Gathering PSO Data's step 5, where I select Android and Android_ASTC instead of Android and Android_ETC1. However nothing I've tried so far has resulted in the rec.upipelinecache file generating in my Quest's folders. Is there something these two tutorials neglected to mention or do I need something else to set-up the PSO caching? Is it even possible on the Oculus Quest? Here are the links to the aforementioned tutorial pages: https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/index.html https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/EnablingBuildingPSOCaching/index.html5.2KViews2likes6CommentsHow do I get the coordinates of the oculus surface panels?
Hello! Is there any possibility to get coordinates of added objects (surface panels) in my game? I want to transfer the location of my room's table or couch to my game. Oculus experimental Room Setup. Is that possible?798Views0likes0CommentsRoom scale matching IRL location - How to manage Quest2 orientation?
Hi all, I'm creating an app for the Meta Quest2, where a user can walk in and out a room ( L shaped with an open door, nothing fancy ), which has been built based on a real life location, so the virtual environment ( built in Maya using technical drawings of the place ) match the IRL environment. Now I'm having the following issue and I would like some advices: While doing the room scale, I tracked both the inside of the room and a little bit outside the room ( in front of the door ) and set the pawn start location outside the room, at a specific distance from the door, so IRL I also have the same distance as the starting point of the pawn....as soon as the app starts, the pawn has a predefined orientation ( always looks towards the door ), while if I start the app and I'm not looking towards the door IRL, I have a misalignement between the virtual and IRL locations. To temporarily solve this issue I created a 3d printed stand for the Quest2, so that it sit thight there, and I placed the stand in front of the door at a specific distance ( the stand is also placed on top of a pedestal to be able to have the Quest2 at eye level ), so that it matches the distance between IRL and virtual start location. In order to sort out the orientation, I used one of the buttons on the controller to turn on the visibility of the room scale tracking area ( show/hide Guardian Visibility ), so that while the Quest2 is still on the stand, I can look inside the Quest2 and physically rotate the stand to match the orientation between the Guardian tracking area and the virtual environment, using the Guardian tracking area as a guide. When the two environment seems to be aligned, I get the Quest2 from the stand and test it by walking inside the room, and with still the Guardian visibility turned on, I check if the two envirnoments aligned properly. It works, but is not very user friendly, and if the stand is not locked in place after the orientation alignment, the entire calibration is messed up. So is there a proper/different way to align/orient the Quest2 so that the IRL environment match with a virtual environment which has the same geometry? Thanks in advance.8.1KViews0likes12CommentsQuest 2 no longer opening UE4 packaged apks
I had several exported apks form unreal on my quest 2 that worked fine, and suddenly none of them open and just start loading and go back to the oculus menu. But apks from other sources work fine like itchio or sidequest. *Im using Unreal Engine 4.27 and uploading the apks via Oculus Developer Hub. Thanks for any help you can bring me.1.5KViews0likes2CommentsUnreal Run on Device of oculus quest 2, I only can see the black screen with three dots.
From Beginning of projects, the run on oculus quest tool bar button worked fine; I can enjoy developing my game. determining packaging projects, I only can see the three dots on the black screen. My project settings is following as: Target hardware : Mobile/Tablet, Scaleable 2d or 3d Packaging use pack: tick material shader code share: tick Shared material native library: tick prerequsite installer include : tick Engine Rendering Mobile shre vertext fog inactivate : tick CSM cascade number : 2 Mobile MSAA : No MSAA Movable Light CSM Shader Currling Support: tick Textuture streaming : tick Reflection Capture Resolution: 64 smooth suruface mixxing light map reduce: tick Forward Shaing: tick Mesh distance filed create: tick 8bit mesh distance field: tick Mesh distance filed compress: tick DBufffer Decal: tick VR Instance Stereo: Tick Mobile HDR : Tick Platform Android SDK version: 21-29 arm 7, arm64: tick OpenGL ES.3.1 : tick occulus Mobile Device Package: Oculus Quest 2Solved8.1KViews0likes4CommentsIn App Purchases are not supported by Online Subsystem
Hi, I am trying to "read in app purchase information" in a windows build and always have the warning "LogScriptCore:Warning: Script Msg: UInAppPurchaseQueryCallbackProxy::TriggerQuery - In App Purchases are not supported by Online Subsystem" I am not sure if I have to put any bool to truein the defaultEngine.ini just like in Android and iOS platform. The entitlement check works and the "Get Oculus Identity" too. Anybody knows what can be happening?2.7KViews0likes5Comments