MetaXR plugin v49 bugs with UE 5.1.1 from Epic and the standard OpenXR Template
I share these errors that I see have already happened to several people, including me: First error: If you go to Project Settings - Plugins - MetaXR - General, and change the XR API from ”Oculus OVRPlugin + OpenXR backend (current recomended)” to “Epic Native OpenXR with Oculus vendor extensions”, after the forced restart generates this exception: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 UnrealEditor_OculusXREyeTracker UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I see in Git that the change is to add the entry "XrApi=NativeOpenXR" to the {Project Path}\Config "DefaultEngine.ini" file. Second bug: When we create a Windows version (which worked native on Android and MetaXR Plugin in Quest 2) and run it in Quest 2 Link from PC, the floor is at eye level and the buttons on the controllers don't work, although we can move our eyes and hands without moving our fingers. It seems that in the VRPawn Blueprint, the Begin Play event does not detect the HMD as Enabled. Third bug: Using the unchanged VRTemplate and the OpenXR and MetaXR plugins, an Android build can be made without problems, except that the bottom three fingers of the hands only work while making some selection in the menu panel.4.3KViews1like2CommentsLoading a Save Game on Quest causes Crash
So I have a save game Blueprint type I use for storing replay/ghost data. When I try to load it from disk using LoadGameFromSlot, there is a gigantic memory usage spike and the Quest crashes. I've been testing with save files that are just ~30kb in size, and our game doesn't come close to the Quest memory limit, so I don't know what's going on. This works fine on PC -- no notable jump in memory usage. Nothing helpful is printed in the logs other than warnings about high memory usage. It's worth noting that the save files have been uploaded and downloaded to file using an Amazon server. Since it works on PC, however, I think I can rule out some kind of data corruption related to this.1.1KViews0likes1CommentStrong frame drop due to calls of ovrp_WaitToBeginFrame
Hello! ovrp_WaitToBeginFrame massively drops the FPS. This is famous trouble. The calls of this function impacts the performance with 13.5ms on my machine. I removed call of FOculusHMD::StartGameFrame_GameThread (the function with ovrp_WaitToBeginFrame inside) in FOculusInput and this gave good result (normal flight, 80 FPS on Oculus Rift S). This function also calls in FOculusHMD::OnStartGameFrame with comment: "this should have already happened in FOculusInput, so this is usually a no-op" (lol?). Ok. I ran the game also with Oculus Quest (via Oculus Link) on another machine, but again I got frame drop for now at FOculusHMD::OnStartGameFrame. So, this call of FOculusHMD::StartGameFrame_GameThread I can't remove due to it turns game to black screen. So what can we do with it to get good performance? How soon it will be fixed? We wait. Thanks, Artem.853Views0likes0CommentsUnreal bugs/errors with Rift/Go/Quest and their status
I've made a list of current bugs/errors encountered in Unreal when developing for Rift / Quest / Go. Some can be somewhat fixed / avoided, some are still very present. I encourage people to add to the list or bring their solution. Would be great also to have input from @NinjaGaijin and @Ross_Beef on their possible ETA or resolution. ;) This is up-to-date with latest Unreal (4.22.2) Oculus integration found on github, dating back from June 7. There it is: 1. Retrieve Oculus ID and Verify Entitlement fail on Go/Quest a. STATUS: can be fixed by changing a line in OculusIdentityCallbackProxy.cpp. See at the end of list for complete solution. b. Reference: https://developer.oculus.com/bugs/bug/2343978258981741/ 2. Entitlement fail on Quest if no access to Quest API a.STATUS: can be fixed by commenting out a line in OculusMobile_APL.xml. See at the end of list for complete solution. 3. PlayDynamicForceFeedback has errors when nativizing assets a. STATUS: can be fixed by changing \Engine\Source\Runtime\Engine\Classes\GameFramework\PlayerController.h line 1053 private to public, because 'PlayDynamicForceFeedback' is a private member of 'APlayerController', for reasons unknown b. Reference: https://answers.unrealengine.com/questions/831405/playdynamicforcefeedback-node-in-420-fails-to-cook.html ; 4. Oculus Go/Quest : No VOIP / or no LipSync with Oculus Avatars a. STATUS: NOT FIXED b. Reference: https://developer.oculus.com/bugs/bug/471102320355137/ ; c. Background infos: Android only allows access to the microphone from a single process. This wasn't an issue when networking avatars previously, as the mic input wasn't being used. But with the expressive update, we specifically need to run the mic through the OVRLipsync plugin to generate blend-shapes and drive the mouth shapes. Trying to hook up the mic to both VoIP and Lipsync therefore causes an inevitable race condition. The loser gets a bunch of zeros. So either there's no networked audio, or no blend-shapes. 5. Multiplayer Oculus Avatar is broken with official Oculus Avatar Plugin a. STATUS: NOT FIXED b. Use our in-house patched plugin/template, or use Photon Engine 6. Oculus Rift / S: Enabling Splash in Project Settings / Oculus Settings crash when loading next level a. STATUS: NOT FIXED b. Use blueprints to Set and Show Splash Screen 7. Stereo Layers are transluscent in ES3.1 (Oculus Go/Quest) / Vulkan (Oculus Quest) a. STATUS: NOT FIXED 8. Performance issues when a Render target is added to Spectator screen (VR) in a packaged game a. STATUS: FIXED IN 4.23 b. Reference: https://issues.unrealengine.com/issue/UE-70352 ; c. IN 4.22, don't use Spectator Screens, or use them only in editor: 9. Cannot access Oculus Quest platform features a. STATUS: You have to be greenlighted by Oculus before doing so or Oculus Business users will have access to Business Suite Q3-4 2019 10. When a stereo layer is present rendering a widget it cannot be destroyed. a. STATUS: NOT FIXED b. Reference: https://answers.unrealengine.com/questions/829084/stereo-layer-isnt-destroyed-on-end-play.html ; c. Avoid using stereo layers if you need to destroy them 11. Quest: Oculus Avatars and Oculus Audio use 32-bits Android libraries (armeabi-v7a); no arm64 librairies available a. STATUS: NOT FIXED b. Use 32-bits librairies on Quest if using Oculus Audio and/or Avatars3.5KViews2likes11CommentsDelayed update of position/orientation of the Oculus Rift Stereo Layers, in Unreal Engine 4
I am currently encountering an issue with the stereo layer implementation for the Oculus Rift, when using Unreal Engine 4. In our game, we are using stereo layers to display the HUD elements, that are parented to the player pawn. When a player snap turns 45 degrees, the pawn rotates, but the stereo layer appears to be drawn in their old position and orientation for a frame, before updating to their new location. This issue is not present when I have tested stereo layers on the Vive and the Quest. I have created a small test project to demonstrate the issue. The test project contains a basic pawn. This basic pawn has a sphere mesh projected 120cm infront of the player. At the same location as the sphere, there is a stereo layer. Every 1 second, the pawn will update the rotation by 10 degree's. Video of the StereoLayerTest project: https://drive.google.com/open?id=18_bvCoEyKTWiSosyTC2FqT2rsRQxIXoP NOTE: To better highlight the effect of the delay, I set the frame-rate locked to 15 fps. The issue can be seen at 90fps as well, it's just harder to clearly see, and record. Link to StereoLayerTest Project (UE4.21): https://drive.google.com/open?id=1D-On8nXQuBymTvWl2cvZ7LnA-Npt5b7D Any help or assistance, would be most helpful. Regards, Shane751Views0likes0CommentsOculus Go Media Streaming
Hi folks I use four video streams to be displayed at four screens in my sceen. Those videos are about 2:45 minutes long and three of them have a datarate of 2MBits/s and a resolution of 700x500 and one has a rate of 3MBit and a resolution of 1300x500. They all start at the same time but at around 1:50 playtime some of the streams freeze whiile the others continue to play. Now I have launched the project to an other oculus go (both the 32gb versions) and there everything works without any freezes. Can anybody explain me where those freezes come from? Are my videos too long? Is the Bitrate or resolution too high? Greetings_EvilFischi1.1KViews0likes2CommentsMy Gear VR app failed testing - but I have no idea what's wrong.
Hi folks, my first submission to Oculus failed in spectacular fashion. Now there are of course bug notes provided. But none of these bear any resemblence to my own testing of the game on my Galaxy S6 in the Gear VR headset. For example all of the bug notes state that thegame simply dosen't run at all on their test devices and instead displays an Unreal logo. When I fire the app up on my device it works perfectly and I've never ever seen an Unreal Logo on mine. Any advice on how to even get to the same test conditions would be greatly appreciated. Cheers, Paul507Views0likes0Comments