Meta 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.39Views0likes2CommentsWhere did the Unreal Engine fork go?
I've been trying to get up and running with Gear VR development on the Unreal Engine, but when I follow the docs, they lead me to a missing GitHub repo - https://github.com/oculus-vr/unrealengine I am a member of the Epic Games organization, and I can see Epic's Unreal repositories no problem. I can even see Google's VR fork. But not Oculus's. What happened to it?3KViews0likes8CommentsMeta Quest/Oculus Unreal from source .NET hostfxr.dll problem Windows 10 Pro
Hello everyone. I can't seem to get past this .Net problem when running setup.bat from the Meta/Oculus fork (github)(most recent 5.3): Failed to load the dll from [E:\MetaQuestDEV\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\hostfxr.dll], HRESULT: 0x80070005 The library hostfxr.dll was found, but loading it from E:\MetaQuestDEV\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\hostfxr.dll failed - Installing .NET prerequisites might help resolve this problem. https://go.microsoft.com/fwlink/?linkid=798306 I've reinstalled all the .Net 8 dependencies, have 4.8 framework. The hostfxr.dll file IS in the directory it fails to load it from. Just have no clue at this point. Just beginning meta programming so any feedback would be greatly appreciated. Thanks in advance.2.1KViews1like5CommentsCan I turn off a white hourglass logo during loading a level?
We are making a VR animation using unreal and Oculus Rift. We are wondering whether it is able to turn off a white hourglass on the right side when loading a new level. The black screen is ok. We just want to remove a white hourglass. (Also, is OVR available in Unreal?) The levels belong one level and we are using visibility track in a master sequencer like:964Views0likes2CommentsPassthrough over link not working in 5.1.1
Hey all, I've spent the last few days trying to get passthrough over link to work either via VR preview or a normal build to windows, and neither will function properly or at all. I can build the same project to native quest and it works fine, but any type of using passthrough over link is not working*. I've also reached out to multiple people I've found that have mentioned trying passthrough over link on twitter/reddit/multiple discords (unreal slackers included) and not a single person has come back saying they got it to work normally. I have gone through every bit of documentation I can find, checked these forums as well as epics, and no one has an answer. So I'm reaching out hoping SOMEONE can shed some light on these questions: 1. Does passthrough over link function at all currently? If this does not currently work, is there any sort of eta on when it will? 2. Which version/s of unreal should this be functional on? 3. Does it matter if we use airlink vs. wired link? 4. Is there current documentation to can be referenced to set this up? - (https://developer.oculus.com/documentation/unreal/unreal-passthrough-over-link/ <- these do NOT lead to working passthrough as its the same docs everyone else who has failed to get it to work has referenced as well) Related settings: Test scene with the same example with both hole textures to be safe: Quest 2 Native Build: Windows build: VR Preview results in the same as the windows build above (just all black where passthrough should be). I have tried these same settings with Vulkan, DX11, DX12, rebuilt the projects from scratch, tried using steamvr and virtual desktop, tried airlink vs wired link. I have also tried changing the passthrough component stereo layer shapes to every option and tried underlay vs overlay. A couple times I have changed the shape from something to Reconstructed Passthrough Layer and preview again, and passthrough will come up, laggy and covering the full screen, but I can not make this happen programmatically (toggling visibility of said components as per the best practices page says to do). Basically the only way I can get any sort of passthrough while using link is if it shows up upon launch and cannot be toggled on or off at all. Any info/tip/suggestions would be greatly appreciated, and if its something I have missed I apologize. Thanks in advance!5.7KViews2likes8CommentsVRC.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)8.6KViews3likes22CommentsUnreal widgets and Virtual Keyboard
I'm currently having an issue in Unreal 5.2 with the virtual keyboard for the Meta Quest 3. Using an editable text box and selecting it will bring up the virtual keyboard. However upon closing the virtual keyboard all widgets lose any sort of interaction, buttons will not allow clicking and the text box cannot be selected again so the virtual keyboard will not appear again. Has anyone had any similar issues or know of any fixes for this issue? Thanks1.7KViews0likes3CommentsPawn 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.3.5KViews0likes2CommentsMeta's documentation on how to remove android permissions for Unreal Projects is completely wrong
Hi everyone, I'm writing this in the hopes it proves useful for someone who may be having issues removing unwanted android permissions from their Unreal engine project. This is something I've struggled to do for a number of days and I've seen a lot of other people struggling with it, so I want to get this down for anyone with the same problem If you look at Meta's developer page here: https://developer.oculus.com/documentation/unreal/unreal-unwanted-manifest-permissions/ They tell you how to start a ManifestRequirementsOverride.txt document along with where to put it in your project. This part is correct. The part where it tells you to put the uses-sdk and uses-feature lines from your AndroidManifest.xml is also correct (though there may be more than one uses-features line in your manifest so double check that). What's wrong however, is it tells you to "Replace PERMISSION_NAME with the name of the unwanted Android permission". THIS IS INCORRECT! The permissions you put in the document are what WILL go into your project, and anything not included in ManifestRequirementsOverride.txt will NOT be in your project. Let's take a look at Unreal's documentation on this topic, the one page that mentions ManifestRequirementsOverride.txt is here: https://docs.unrealengine.com/5.3/en-US/android-settings-in-the-unreal-engine-project-settings/ In the "extra permissions" section it says "<Project>/Build/Android/ManifestRequirementsOverride.txt, will replace the entire Requirements section." Which is correct. The override file is not excluding the permissions listed in it, it's replacing that entire section of the manifest. I just compiled my project with the ManifestRequirementsAdditions.txt file devoid of any permissions and pushing that build to the Meta Quest Developer hub finally let me push without any permission warnings. I wanted to post this on the SDK feedback section, but I don't have "sufficient priveleges" to do so, so if someone can get this to the meta documentation team to check it would be really good.3.1KViews7likes3CommentsUsing Oculus Lipsync in live mode (OVRLipSync Actor Component)
Hey there! I recently started looking at Oculus Lipsync for Unreal engine. I have downloaded the demo project with the plugin and got it working with 4.27. I have had a look around the demo project and tried to understand how it works. However I have noticed I can only get the "playback" demo to work and not the "live" demo. I have not touched anything in the demo project, the plugin works well with playback audio - I even managed to hook up my own character with no issues at all, I just cant get the live mode to work - which is ultimately what I would like to be using this for. Wondering if perhaps I need to specify a microphone or something in the config of the project but there's absolutely nothing in the documentation and I assumed it should work out of the box just like the playback demo. One last bit of information for anyone who may be able to help. In the documentation it states "When a prediction is ready, the OVRLipSync Actor component will trigger the On Visemes Ready event." I've hooked up a string and noticed this event never gets called no matter what I do in the live mode. I'd love some insight if anyone can help, Cheers!6.1KViews0likes5Comments