Call Show Loading Screen show passthrough for 1 frame
We are using standard UE 5.3.2 with MetaXR plugin 65, using predominantly Blueprint. In trying to show the loading screen, we have the camera fade to black and then show the loading screen. The problem is that once "Show Load Screen" is called, a flash of the passthrough occurs for 1 frame (at the same time the splash is shown). After much troubleshooting, we isolated the issue to the "Show Load Screen" node. If we don't use the "Add Loading Screen Splash" or "Set Loading Screen" (just have a black loading screen) and call "Show Load Screen," then it's fine. The image we use has alpha, but have also tried with images that don't use alpha. Our app uses VR and MR modes, so we can't turn off passthrough in settings. We have tried removing the XRPassthrough Layer Component before showing the load screen, but the passthrough flash still occurs. Has anyone else seen this issue? Any suggestions?493Views0likes0CommentsMotionController events not available in EventGraph of Blueprint
Right click in eventgraph "All actions for this blueprint" does not have any MotionController (X) events. We followed these two guides from oculus and unreal. the Oculus Go Unreal Quickstart the Unreal Online Course "Creating Virtual Reality Walkthroughs" Platforms Unreal 4.24.1 Version: 4.24.2-11100242+++UE4+Release-4.24 Oculus SDK 1.41.0 Oculus Go Windows 10 Working and tested together on other projects We tried the Oculus branch of Unreal Engine and the Unreal installer version and have the same result. Steps to recreate 1. Create new project Games, Blank Blueprint Project (follow the steps from the Oculus GO Unreal quickstart) Mobile Scalable 2D/3D OculusVR plugin No starter content etc... 2. Configure Pawn and controllers, following the steps in the "Creating Virtual Reality Walkthroughs" Add a Blueprint Pawn, named "VRPawn" Add a Scene Add a Camera to the scene Add 2 MotionControllers, to the scene Configure MotionControllers for Left and Right Motion Source Configure MotionControllers for Visualization Display Device Model default Add a Blueprint Game Mode Set the default pawn class to "VRPawn" Save and compile Play the scene, and launch it on the Go. No errors Open the "VRPawn" blueprint In the Event Graph, right click and type "MotionController" Expected result See options from developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/ for GO controller, such as MotionController (L) Trigger MotionController (L) Thumbstick etc... Actual results No listing for any MotionController (L/R) input. Requested Action Describe the steps required to be able to use a Oculus Go MotionController event in a blue print. Thanks, Mark5.8KViews0likes9CommentsUE4 Leaderboards in Blueprint
I'm trying to implement a simple leaderboard. I can write and read a value but I can't see how to pass an array to ReadLeaderboardInteger node in UE4 4.21. Is this really possible? The node only takes a Player Controller and a Stat Name as inputs. Additionally I can't see how to read the names in a leaderboard with blueprints. It seems like the UE4 leaderboard blueprints rely on ShowPlatformSpecificLeaderboardScreen to display all of this information, but that isn't supported on Oculus Go. From the documentation at https://developer.oculus.com/documentation/platform/latest/concepts/dg-cc-leaderboards/ "Add the Read Leaderboard Integer node. There are 2 ways to query the leaderboard using this node. Pass an array of a single entry, the current user’s id, to retrieve the user’s rank on the leaderboard. Passing an empty array will return the top 100 players on the leaderboard."2KViews0likes5Comments[UE4][BP]I can't use Oculus Touch nodes
I using UE4 ver4.24.2 Already Enable Plugin:Oculus VR (including Oculus Input plugin) but I can't find Oculus touch's BluePrint node ( example:"MotionController(R)Thumbstick") no exist,why??? I trying 2 days of all.but,I can't. Please somebody help me..890Views0likes2CommentsHow to implement oculus touch inputs in 4.24
Hey there :) before ue4 4.24 we could use oculus touch inputs with the motion controller nodes, but those are no longer available in 4.24 because they are deprecated :/ on the oculus SDK Page there is still the old way to implement them, does anyone know how we have to do it in the new version of the engine? best regards ronny1.4KViews0likes2Comments[Unreal] Unable to join session
I read in the forum that there were some updates/fixes regarding Oculus Sub Systems so I tried to create and join a session today (create session with a "Browse Pool" and joining via "Join Session", all via blueprints) and after finding the session I (still) can not join the session with the client (no connection is being established and no map is being opened). I was using the Unreal Studio multiplayer project preset and simply changed the relevant session nodes to the Oculus BP nodes. I also changed the DefaultEngine.ini, added the entitlement check and activated the Oculus Sub System Plugin. Unreal version 4.21.1 (Epic Launcher version) I packaged the project for testing so it should not be using the wrong net driver. Attached you can find the logs and my Engine.ini file. Here are the project files if anybody wants to have a look at them: http://gofile.me/3trey/KMSNNsOFb Does anybody know, what I need to change to get it to work?1.3KViews0likes3CommentsProper use of "get user profile" data. Height, IPD, etc...? (Blueprint)
Hello everyone, The first thing is to enable Oculus plugin "Online Subsystem Oculus" And then use a "Get user profile" , break it and print those. But... nope. It returns "true" but the values are still default (Unknow, 0, 0.1 etc...) What am I missing? Thanks1.8KViews0likes7Comments[Gear VR] Multiplayer using Blueprints ?
The goal is to have one player to run UE4 app on Gear VR and host a session, inviting friends from the friend list (up to 4 people total, including player). Person who gets invited would run the same app and join the host. Is it something that can be done out of the box, using Blueprints ? Any tutorials or example projects available ? Thanks1.1KViews1like4CommentsNeed help with entitlement Check blueprint
I am new with programming and am using a unreal 4.18 blueprints project. The project has passed all test in submissions except the entitlement check portion. I went through the setup I also added these lines to defaultengine.ini [OnlineSubsystem] DefaultPlatformService=Oculus [OnlineSubsystemOculus] bEnabled=true OculusAppId=<1600614190030475> i always fail test no matter what using ue4 4.18.3 here is current setup in blueprint549Views0likes0CommentsDetect HMD Removed
I am trying to detect that the oculus was removed so that I can reset my VR demo. The idea is that if the demo is idle for a certain period and the headset is not on, it resets. I tinkered around in the blueprints for a while and couldn't come up with anything.1.1KViews0likes2Comments