Pawn 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.3.6KViews0likes2CommentsGetGuardianPoints not working for Boundary_Outer
The issue with MetaXR plugin for Unreal Engine 5.2 I have the same problems with plugin's version 55.0 and 56.0. The function GetGuardianPoints() returning always empty array for BoundaryType == Boundary_Outer. I've debuged plugin and it turned out that OculusXRFunctionLibrary.cpp:622 if (OVRP_SUCCESS(FOculusXRHMDModule::GetPluginWrapper().GetBoundaryGeometry3(obt, nullptr, &NumPoints))) always returns false. Is there any way how I can get these guardian points? Best regards Andrei1.3KViews1like2CommentsIssues running the Unreal Engine 5.3 Spatial Anchors sample on Meta Quest 3 - AndroidFileClient
I am trying to build the Spatial Anchors sample project on Unreal Engine 5.3 (Oculus-VR Source) but receiving an error message related to the AndroidFileClient. The Passthrough and Scene samples have built to my Meta Quest 3 without failure so I'm assuming it has something to do with the Spatial Anchors project needing to save anchors to the headset file system. I am very new to Unreal so I apologize if this is a stupid question and I'm missing something obvious. I've been through the Meta documentation on this sample and have searched the web and can't find anything related or anyone else that has encountered this issue. I did not try this sample project on any previous versions of Unreal so I'm unsure if this is an issue with the new Oculus-VR build of UE5.3. Any help would be greatly appreciated! This is the relevant section of the output log when trying to build: Running: C:\Users\Aleistor\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 2G0YC1ZF850S41 install -r "C:\Unreal Engine 5\UnrealEngine\Samples\Oculus\SpatialAnchorsSample 5.3\Binaries/Android\SpatialAnchorsSample-arm64.apk" LogPlayLevel: UAT: Performing Streamed Install LogPlayLevel: UAT: Success LogPlayLevel: UAT: Took 5.02s to run adb.exe, ExitCode=0 LogPlayLevel: UAT: Attempting to connect to file server [USB] LogPlayLevel: UAT: Not connected, attempting to start file server LogPlayLevel: UAT: Connected to RemoteFileManager LogPlayLevel: UAT: Creating UECommandLine.txt LogPlayLevel: UAT: Deploying files using AFS LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 2018 LogPlayLevel: UAT: SocketException: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.CloseConnection() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1777 LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 19922.1KViews0likes2CommentsUE5 VRNotificationsComponent issues with Quest 2
Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build). Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.1.3KViews0likes1CommentOur game won't get past loading screen in Quest
Hi Guys. For the last few days I've not been able to get our game to launch natively in VR in the Quest and I'm wondering what types of topics I should be looking into. I can build in Unreal 4.27.2 Meta Fork v57, and it was all working last Wednesday lunchtime. I can upload the APK successfully to the Quest 2 and 3, and both fail to get past the initial loading screen and return to the main Quest menu/lobby. I have tried going back in Gitlab/GitHub to the last day it worked with a dedicated branch and I did manage to get one successful build to launch in the Quest, but unfortunately I am not really sure which setting made it work and when I try to reproduce it again it fails. The last setting I changed was moving it from 'Shipping' to 'Development' so I thought it was that, but it appears not. Since then I've been trying Git branches from different days with various settings I know I played with when it did work, and haven't had any luck. I'm now trying to see if I get a Vanilla VR Template from Epic to build, and having trouble getting it to copy the APK to the headset (fails with the red bar in HUB) but that's never surprising as any initial project setup always takes some noodling to get it to work. The upgrade to Meta Fork 4.27.2 v57 was fairly recent but it has been working for a couple of weeks. The only other change was integrating FMOD into our pipeline and that we got working as well for a couple of days. I've looked into that, but it's hard to eliminate it as a related issue. Any clues would be appreciated. Thank you.1KViews0likes1CommentUnable to build for Quest 2 on Mac M1 - undefined symbol: MakeUniqueObjectName
Hello! I am new to UE5.1 and Quest 2 development and am trying to build a simple application. Using Mac M1 for dev and trying to run it on Quest 2. The build is failing upon launch. I've followed the UnrealEngine setup guide here, along with all Project Settings - https://developer.oculus.com/documentation/unreal/unreal-gsg-config-headset-environment/ Attaching the code below depicting the errors, but it seems to be a lot of undefined symbol: ClassName. Any help would be appreciated 🙏🏻3.4KViews1like4CommentsStatic VR Experience Advice
Hi all, I'm planning a very basic starter 'VR' experience for the Quest/Quest 2. It involves a static VR camera positioned on a boat, the boat is self-driving and follows a very basic circular spline around a low-poly scene. I do not have the expertise to start introducing interaction just yet - it's more of an archvis project with narrative voiceover playing over it. The player will not move, they will just be able to look around whilst sat on the boat. Can anyone recommend tutorials/assets/advice when creating something like this? I'm starting small in the hope I can build on this knowledge.1.1KViews0likes0CommentsHow to display & control desktop/monitor display in VR? Like Virtual Desktop but 100% Custom?
I usually find things out on my own, (or get a solid start by typing my interest along with the words Unreal and GIthub ;~) hehe BUT I don't even know what to call this except 'Virtual Desktop' and the conversation has been so overwhelmed by the product of that name, I can't find anything that isn't about it. (virtual Desktop seems not customizable to me I want to make my own work desk area like the facing semi-clear monitors in Minority Report mixed with the Table/Wall monitor seen in both OBLIVION (Her work desk) and PASSENGERS (Chris Pratts Phone Booth) I just want to be able to work on VR from within VR. Any help would be so very appreciated! I have looked on and off for year but sometimes when you don't even know what to call something it is hard to find a starting point! 🙂 I am hoping to find a Github unreal Starting thing from MIT or something I can adapt to my needs I don't want to sell the app I make,, I want to make something to work in... THANK YOU! 🙂1.1KViews1like0Comments