OSC/WebSocket/MQTT to Quest
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your response4.3KViews2likes8CommentsMeta 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.57Views0likes2CommentsCloud Backup not working
Hello. We have a project on unreal 5.5.0 for quest 3 and our save system is working and we have cloud backup enabled on dashboard. But when we uninstall the game and reinstall it we seem to lose all the saves. Am I missing some configuration? Thanks for the help.72Views2likes3CommentsERR_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!Solved504Views0likes1CommentFIX THE ISSUE THAT RESULTS IN CONTROLLERS FAILING ON REGULAR BASIS
Why is meta unable to address the serious problem with controllers failing or bricking, or purple lights of death? Replaced mine 3x in month and keep getting refurbished junk. what is meta doing about this? It's costing me time, money, and a ton of frustration with terrible support & constant down time. I paid $500 for this thing but have maybe 3 full months of play time over 10 months. How is this OK?15Views0likes0CommentsTechnical 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.51Views0likes1CommentUnreal - Use Take Recorder with Live Link for Hand Tracking as Motion Capture?
Hi everyone, I'm trying to record an animation in Unreal using the Hand Tracking of the Quest 3 and 2 as a motion capture and once recorded I need to export the animation for future use. When I record with the Take Recorder, the only things that move are the rotation and location of the Motion Controller Components. I searched for a Live Link connection but found only the tracking for body and face with Quest 2. Is there a function for recording the Skeletal Mesh movements of the hand with the Take Recorder? (I found this Post similar to my question but didn't know how to record the bone transforms.) Is there a Live Link connection for the Hand Tracking? I'm using the Meta XR plug-in and already set it for Hand Tracking only.1.7KViews0likes2CommentsWhere 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:977Views0likes2Comments