ETA on MetaXR plugin with UE5.6 support?
Is there anyone on here who works for Meta and can give an indication of when the MetaXR and Meta Platform plugins will be upgraded to support ue5.6? Using UE5.5 with OVR API enabled via the MetaXR plugin creates a visual cutoff artifact in non-opaque materials and some opaque materials in a far right sliver of the right display, as discussed in This Thread. It seems that 5.6 potentially does not have this issue, so I'm left waiting either for a 5.5 version of the MetaXR plugin that fixes this artifact or a 5.6 version.98Views0likes1CommentConsume Input not working in MetaXR Plugin
I'm working on a MR project on the Quest 3 at the moment and just switched from the OpenXR plugin to the MetaXR one to utilize that functionality and ran into a problem: "Consume Lower Priority Enhanced Input Mappings" - which was working as intended before the switch (and does work again, once I switch back) - breaks. The input is no longer consumed and all Mappings get executed. I have a rough workaround for now (removing the lower priority Mapping Context entirely), but I'd much rather utilize the Consume Input functionality as intended. Is there any fix for this, or do I just have to wait for an update? UE: 5.3.1 MetaXR Plugin: 1.92.0768Views0likes0CommentsUE5 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.1.3KViews0likes1CommentUE4 Oculus OpenXR: Application sometimes crashes when entering/exiting guardian boundaries.
We found this crashing bug while giving an architecture visualization demo that involved multiple Quests. As you can imagine, for this use case, the crashing can occur fairly often. It can be reproduced with Unreal Engine 4.27.2's default Virtual Reality project with Oculus OpenXR Plugin in use. Repro steps: Set guardian boundary on Oculus Quest to Stationary Package or launch Quest build While controllers are recognized by headset (not handtracking), get near the end of the stationary play area. move your head outside of the play area until the box appears that lets you choose between stationary and room-scale, then re-enter the play area. It may require a few tries. Sometimes it takes me up to 10, but in many cases it happens within the first 7 attempts. The screen will remain completely black, and you will have to exit the application.1.8KViews0likes0Comments[UE4.18.3] "JoinSession" node is not traveling to the Servers map
Hello everyone, I'm currently setting up a test project to make sure everything related to hosting and joining a session is working. I enabled full debugging on the Logs of UE4 as well as using the Tools you provide for listing active rooms. The setup: I'm using the Launcher Version of 4.18.3. The project was created with that version, so not updates happened. I'm packaging the projected and using this version on both PCs. Both PCs have Oculus Home running and a Rift connected. The "MainMenu" map is called "TestMap", while the "GamePlayMap" is called "GamePlayMap". Creating a session opens "GamePlayMap" as a ListenServer. What does work: Both Player's Entitlement check is successful. PlayerA can "Create" a Session for a BROWSE POOL (CUSTOM_POOL). PlayerA travels to the "GamePlayMap" as a ListenServer. PlayerB can "Find" the Session via that BROWSE POOL (CUSTOM_POOL). Calling "Join Session" on the Session result connects PlayerB to PlayerA. Dumping the Session Information on PlayerA shows PlayerBs ID etc. Your online tool shows both people in the same room. What does not work: PlayerB is not actively traveling to the correct map. The log files show that he's trying to travel to the "TestMap", while PlayerA is on the "GamePlayMap". What did you try to resolve this: I went ahead and made sure it's not caused by the GameMode class. That was GameModeBase and is now GameMode. No change though. I tried calling "open ID.oculus", didn't work at all. I tried hosting with PlayerB and let PlayerA join. Same result. What is your desired endresult: Once hosting and joining via the normal "Create", "Find" and "Join" Session nodes works, I would like to use the "FindSessionById" function to join a room directly. For that I forced my way into your private headers to get access to the UniqueNetID of Oculus and retrieve the ovrID as a String for now. That will then be send to GameSparks, which sends this ID to all Players (here PlayerB) so they can search the Session and join. Now for this I would love the JoinSession function to work first though. Any help would be appreciated. Kind regards, Cedric13KViews0likes15CommentsHas Epic Games fixed the Oculus Session bugs in their newest binary launcher release?
I heared that things are broken in the launcher version of UE4 and one has to use the GitHub version for full SDK support, but I am here, just hoping, that maybe they have fixed the multiplayer blueprint node bugs. Any info on that?459Views0likes0CommentsBug: Extremely low frame rate when using TextureRenderTarget2D for spectator
I tried to implement a spectator for my app by using TextureRenderTarget2D and discovered a weird bug. Everything works fine in the editor, BUT as soon as I package my project the frame rate drops really low (<15fps, sometimes less than 5 fps). This is a bug related to Oculus somehow, because when I try running the packaged project with my HTC Vive everything works as expected. Steps to reproduce: Start a new project with starter content. Check "Start in VR" in project settings. Add a TextureRenderTarget2D to the project, set the size to 1920x1080. Open level blueprint and add the following to "Begin Play": - "Set spectator screen mode" and set it to "Texture" - "Set spectator screen texture" and set it to our TextureRenderTarget. Add a "SceneCapture2D" and set its target texture to our TextureRenderTarget and its capture source to "Final color" Package the project The frame rate for the packaged project will be very low. I becomes very visible when turning the head from side to side. I have reported the bug to Epic, but the bug have regretfully been placed as a low priority backlog issue. Maybe someone at Oculus could look at it, since it seems that only Oculus Rift devices that is affected. Bug at Unreals Issue tracker: https://issues.unrealengine.com/issue/UE-70352 Discussion at Answers: https://answers.unrealengine.com/questions/792290/view.html566Views0likes0CommentsUnreal + Go - Controller appears to sporadically flicker to origin with Oculus Integration 4.19+
Hello, On Go, when playing my game, I am seeing the controller sporadically drawing at what looks like origin for a frame or so. This has started with the oculus version of 4.19 (i.e it is ok in the binary distribution of 4.19.2). Has anyone experienced this? I can literally just stand there, and rotate the controller, and sometimes it'll just draw at the wrong position. I can't work out what could be causing it, as the project has been fine on all previous UE versions. I don't think I'm doing anything taxing (don't appear to be dropping frames or anything). It works fine in Rift, appears to just be Android / Go (not tried GearVr, but presumably the same). If anyone has any clues it would be greatly appreciated!1.3KViews0likes5CommentsPixel Density or Screen Percentage - break the view
Hello, I'm working on GearVR demo in Unreal 4.18.3 and 4.19.1 Both versions have a bug with supersampling when I do: Screen Percentage in 4.18.3 to 120% or do vr.PixelDensity in 4.19.1 to 1.2, the view gets broken. Is there any way to workaround this issue? Seeing broken-image with 120% I can tell the image quality, in general, get denser and look much more beautiful, but artifacts such as over-distortion and pixel-stretching on the edges don't let me use this option.868Views0likes0CommentsMythos and Showdown Will Not Launch (Sends me back to Oculus Home)
This past weekend I ended up getting a DK2. After 2 days of issues trying to install the latest Oculus runtime I finally got it to install and work after reformatting my computer (1 of the 2 days was wasted trying to get Windows 7 to update). So far I have downloaded and installed 4 games that support VR natively. So far 2 work and 2 don't. Lucky's Tale works flawlessly as well as Ethan Carter VR (on Steam) with SteamVR. But I am having issues with launching Mythos and Showdown (Both are UE4?). Both are downloaded and installed. When I try to launch then through Oculus home it takes me to the initial warning screen that has you either press 'A' or hover over the bottom to launch the games. Doing either of those things instantly sends me back to Oculus home. I have tried deleting/reinstalling, rebooting etc. Nothing works. Always get the same issue where is sends me back to Oculus home. Just wondering if anyone is experiencing a similar issue or has any idea on how to resolve it. My specs are: All stock clocks: Zotac GTX 780 Amp Edition Intel i5-2500K Gigabyte B75M-D3H 8GB Ram Crucial 250MB SSD Windows 7 Professional SP1 Latest Oculus Runtime (Downloaded and Installed Aug 7th)773Views0likes1Comment