ERR_CLEARTEXT_NOT_PERMITTED
Hi. I'm working with Unreal Engine 5.3 and Meta Quest 3. I'm having the following error message when using a web browser within UE5 and connecting to an HTTP url. ERR_CLEARTEXT_NOT_PERMITTED Do you know how can I enable the use of cleartext http traffic? Is it somewhere in the MetaXR Plugin or MetaXRPlatform plugin or would it be somewhere in UE5 Settings or do I need to modify some AndroidManifest.xml somewhere? I found that someone asked something related here: https://communityforums.atmeta.com/t5/Quest-Development/Having-issue-with-setting-Cleartext-HTTP-traffic-for-development/m-p/777427/highlight/true Also found some info for Android development here: https://www.repeato.app/how-to-resolve-cleartext-http-traffic-not-permitted-error-in-android-8-and-above/ Any help would be greatly appreciated!Solved500Views0likes1CommentTechnical Questions for a LBS Game: Disabling System Gestures, Spatial Mapping & Remote Control API
Hello, I'm looking to create a multi-user, large-scale, location-based (offline) game and have a few questions: 1. Is there a way to disable system-level gestures to prevent players from accidentally exiting the application and returning to the home screen during gameplay? 2. Is there a method for scanning a large physical space (approximately 10x10 meters) to generate a persistent and shareable map file? 3. Is it possible to enable or provide some control API? We need an interface that allows a central controller to remotely start and stop the application on all devices, as well as manage the installation and updating of game content.51Views0likes1CommentMetahuman crashes Unreal Engine in VR Preview for Quest 3
Hello, Maybe someone had this problem with metahuman and have found a solution? 1. I have a scene that is working on Quest3 build and also in VR Preview mode. 2. I've downloaded and added metahuman I've created. 3. I've enabled all the necessary plugins and compiled shaders. 4. I've dragged downloaded metahuman blueprint into the scene. 5. I'm running VR Preview and then Unreal Engine crashes* *When i package game for Quest3 and run from device it works. EDIT: I'm using UE 5.3.2 and MetaXR v60 Last log entries [2023.12.29-10.11.28:819][277]LogOnline: OSS: Created online subsystem instance for: :Context_2 [2023.12.29-10.11.28:859][277]LogSlate: New Slate User Created. Platform User Id 8, User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:862][277]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:889][277]vr.PixelDensity = "1" [2023.12.29-10.11.28:894][277]PIE: Server logged in [2023.12.29-10.11.28:896][277]PIE: Play in editor total start time 0,422 seconds. [2023.12.29-10.11.28:899][277]LogWindows: WindowsPlatformFeatures enabled [2023.12.29-10.11.28:948][277]LogRenderer: Warning: Resizing VR buffer to 4128 by 2240 [2023.12.29-10.11.28:960][277]LogHMD: Allocating Oculus 4128 x 2240 depth rendertarget swapchain [2023.12.29-10.11.29:011][277]LogWindows: Error: appError called: Assertion failed: !EnumHasAnyFlags(TextureDesc.Flags, ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ResolveTargetable) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp] [Line: 529] [2023.12.29-10.11.29:011][277]LogWindows: Windows GetLastError: The operation completed successfully. (0) callstack from crash: UnrealEditor_D3D12RHI UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I'll try to install debugging symbols for engine and test again5KViews0likes4CommentsToo Much Shooting! How about REAL LIFE?
Too many of these games require me to shoot things, even racing! For crying outloud, why cant I JUST RACE? Nascar drivers don't go around making laps shooting at other drivers or coins. And when it comes to a lot of the shooting games, WHY 2 HANDS FOR EVERYTHING? That's not realistic. When I fire handguns in real life, it's only 1 gun; not a handgun in each hand or a handgun in 1 hand and a shotgun in the other. For me, it takes the REALISM out of it. It's like you think every gunfight should be fought to dubstep. Cant you just keep some games simple and realistic to actual life???1KViews1like1CommentUnifi Login Problems
Unifi login refers to the process of accessing the Unifi network controller. The controller is a centralized platform that allows users to configure and monitor their network devices. By logging in, you can make adjustments to your network settings, add devices, and monitor performance. Why is it Essential? Unifi login is crucial because it serves as the gateway to controlling your network. Without proper login credentials, unauthorized users could compromise your network, leading to data breaches or network downtime. Common Use Cases of Unifi Login Network Configuration: Adjusting device settings like IP allocation and SSID names. Monitoring: Checking the real-time performance of your network. User Management: Adding, modifying, or removing users. 3. Steps for Unifi Login How to Access the Unifi Interface To access the Unifi controller, you need to navigate to the default IP address or the Unifi cloud URL, depending on how your system is set up. Login Requirements (IP Address, Credentials) You'll need your controller's IP address, username, and password. For cloud-based setups, the Unifi cloud URL will serve as the access point. Troubleshooting Login Issues Common problems include incorrect passwords, IP address conflicts, or device connectivity issues. In case of a forgotten password, a factory reset may be required. Get details.390Views0likes0CommentsPeople app - access from a computer
Hi everyone, I'm trying to access the Oculus platform, specifically the people app and be able to login a user from the exterior of the headset and use Deep Links to be able to communicate an app with the rest of the metaverse (to any android, iOS, or PC/maOS devices, using UE5 as development platform) but I can't see any way to do that, if anyone can help me with any tip or suggestion will be great.674Views0likes0CommentsError when submitting a user review
We've received reports from a few users who are encountering an error when trying to leave reviews on the Meta Store for Tribe XR. The error message they see is "We're having trouble completing your request. Please try again later." Interestingly, some of these users have been able to successfully leave reviews for other apps. Is this a known issue? Do you have any insights on what might be causing this problem? Any suggestions on how we could help these users resolve the issue would be greatly appreciated. Thanks, Ozan!558Views0likes0CommentsPawn position and orientation in VR in Unreal Engine
Has anyone had a problem running the VR preview in Unreal Engine with player position? Namely, when I start the game and put on the headset (Oculus Quest 2), it happens that my virtual space rotates or moves by certain values. It is extremely important to me that when starting the game in the program, the player is always in the same place and in the same orientation, because I overlap the table from reality with the virtual one, so that they really coincide without having to move the virtual one every time. I need the VR pawn view to match the position, height and orientation of the camera that exists in the scene at every startup. If anyone knows what the problem is or has an inkling, I would be very grateful for an answer.636Views0likes0CommentsPotential Fixes and Workarounds for "Liquid or Debris in charging port" warning
Hi everyone, After struggling with the issue of the "liquid or debris found" error message when using the link cable for development and pushing builds, I thought I'd share a couple of workarounds that seem to work some of the time until Meta issues a fix for this. 1) Try a different port on your computer, maybe a different type of port. I had the error pop up nearly 100% of the time I plugged in my cable when I was using a USB type C 3.2 port on my computer. When I switched to using a USB 3.2 type A port with an adapter, I am experiencing the issue much less. I am yet to use this for an extended period of time but I'll provide an update on how frequently the error pops up later. 2) Use ADB over Wifi. If you can get your headset connected at least once, it may be worth the time to get the Meta Quest Developer Hub and try using ADB over Wifi. I believe you have to connect the headset over cable once before you can use this feature but it may save you some time down the line. Of course, this won't work with features like Unreal's VR Preview but you will still be able to package projects and push the APK over wifi as long as you are fine with waiting for the time it takes to package every time.897Views5likes1Comment