Unreal Engine github version not compatible with MetaXRPlatform plugin.
Hello, I'm sure I've done something wrong or missed something, but I'm trying to get my entitlement check working and I'm having a heck of a time. A bit of background: I've downloaded and compiled the latest Unreal Engine github fork I've built my project and it works and everything is compiling and happy I made a Game Instance blueprint I've tried to drag out an Entitlement pin, and Unreal Engine finds nothing. When I download the MetaXRPlatform (Version 65.0) The Engine starts up with this error: The 'OculusPlatform' plugin was designed for build 5.3.0. Attempt to load it anyway? and when I press Yes it gives me another error: The following modules are missing or built with a different engine version: OVRPlatform Engine modules cannot be compiled at runtime. Please build through your IDE. Do I need to compile something else somewhere? Please help! JPSolved4.9KViews1like8CommentsUnreal Engine 4.27.2 OculusVR branch, not work right eye in Vulkan on Meta Quest 3.
I compiled the engine from https://github.com/Oculus-VR/UnrealEngine/tree/4.27 This old article explains how to enable a stripped-down version of post-processing: https://developer.oculus.com/blog/graphics-showcase-using-vulkan-subpasses-in-ue4-for-performant-tone-mapping-on-quest/ But, first, when i set r.Mobile.TonemapSubpass=1 how told in article, editor viewport set to blue and nothing see. Second, if i set r.Mobile.TonemapSubpass=1 from blueprint, then on device Quest 3, mobile tonemapping turn on in Vulkan, but right eye not work. If i switch to OpenGL ES3.1 tonemapping not work, but right eye work. Very strange, do Quest developers test their solutions on new devices? Maybe I configured something incorrectly, where i can see an example project with a working tonemapping on UE 4.27.2? In download section nothing.753Views0likes0Comments[Unreal 5] Leaderboards are not readable
Hello, I am currently trying to implement a simple Leaderboard system. The problem is that the Leaderboard in the Meta Developer Hub doesn't get populated with new entries. I followed this tutorial on the meta documentation. I have: - An approved DUC for User ID, User Profile, User Age Group and Friends - installed and activated the Platform SDK Plugin (version 1.89.0) - Adjusted the DefaultEngine.ini - a GameInstance which handles a "Start Message Pump" and an Entitlement Check (Which runs successfully installed as .apk in the Quest) - a signed App - a version on the Meta Developer Hub in all distribution channels The Entitlement Check works on a built game installed on the Quest. Unfortunately, it's not in the Engine with VR Preview. It seems that Leaderboards calls in the built game are successful, at least that's what the boolean output says. I repeatedly get this debug message in the MQDH when the game runs On the Quest 3: Unable to load OVRMrcLib I also got messages that the call to the Leaderboards are successful, followed by an error that the Leaderboard is null. This is my Blueprint Code to get and write to a Leaderboard: I'm a bit lost at the moment. I've tried to add extra Write and Read External android permissions, add an Android.Engine.ini declaring to use the Oculus subsystem and some solutions from the internet, but unfortunately, none have worked for me. Help is much appreciated. Thank you in advance!Solved1.4KViews0likes1CommentPTC v66 - Extremely slow load time on larger unreal game
Large UE games are incredibly slow to load on v66 (like 25 seconds) The same apk/obb loads in around 3 seconds on v65 and earlier. It's built against the v65 SDK. Something really weird going on with v66. I also notice sometimes OS apps are hanging/going really slow to load (like airlink) To reproduce install asgards wrath 2, First run is a bit slow but normal, compiles shaders etc. Close it Second run sits on the ... screen for 25 seconds then loads. Same for all subsequent runs. [EDIT] This appears to be to do with the app's apk signing certificate. A load of errors in the log are occurring for the 20 second wait. Certificate buffer not long enough, returning If I rebuild my app with a new certificate it then works but I can't change this on the store773Views0likes0CommentsWhat are the differences between Oculus OpenXR and Epic OpenXR ?
There are two option for OpenXR API in UE's Project Settings. One is Oculus OpenXR and another one is Epic OpenXR. I use VRE plugin and if I use Oculus OpenXR, I completely lose hand tracking functionality provided by VRE (which is amazing btw). If I use Epic OpenXR, I get everything I can wish for, except for some reason game's colors are washed out and who knows what else I miss out on (whatever special sauce Oculus OpenXR has over Epic's OpenXR). So, I am wondering what do I lose by going with Epic OpenXR over Oculus OpenXR ?Solved2.7KViews0likes5CommentsUnreal Engine 5.0.3 Platform SDK
Hey, is there any place to access older versions of the Platform SDK for Unreal Engine 5? We just released our VR title, Kid Pilot, to Steam and were beginning the setup to release it to the Meta Store. However, we're working with Unreal Engine 5.0.3, we do have the Meta XR plugin for this engine version, but not the Platform SDK, and on the downloads page, the oldest version is 56.0, for UE 5.2.1 Any help towards finding where the older versions of the SDK can be found would be greatly appreciated.692Views0likes0CommentsMedia Sound audio is recorded when is set to volume 0 in the app
Hi all, I have a project I am working on, it's an apartment where I have a TV with a video running in loop. The project is made in Unreal engine 5.1, and in the TV blueprint, I set the Media Sound volume to 0 when game begins, and switch volume according to when I turn on and off the TV. I was recording the gameplay on Quest 3, and despite in the game the audio answers to the interaction, when I watch the recording, the TV audio is loud and overlay every other audio effect from my game. This is the Blueprint, and the video is the recording from the Quest 3. The sound of the video worked just fine in the app when I was playing but in the recording it's like the TV was on all the time, really annoying. Now, is it some problem with the UE settings or the Quest Device?595Views0likes0CommentsHandTracking NotWork
I'm trying to use Hand Tracking with Unreal Engine 5.3.2. I'm using Quest 2 as the main device. I worked while watching the following tutorial: "VR Hand Tracking in Unreal Engine 5.3 | Tutorial for Beginners<iframe width="560" height="315" src="https://www.youtube.com/embed/empovwgouwI?si=Fwo97_u04KzT3BiC" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe> One difference is that when importing the MetaXR plugin, I downloaded it directly from the Marketplace instead of using the external link as shown in the video (probably version 64?). I tried manually installing version 60, which was used in the video, into the plugins, but I abandoned it because I encountered an error "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION Meta XR" leading to a crash. Currently, I'm using the version 64 (?) plugin downloaded from the Marketplace and performing the following: Assembling VRPawn Setting up VRGameMode Change MetaXR in project settings Setting up Runtime OpenXR for the Link app Turning on the Developer Runtime feature of the Link app's beta Connecting the Link using a Type-C cable However, the hands are not appearing at all. Also, I'm seeing numerous errors like: LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:8115 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:312) I've also tried: Switching the Quest 2 to Developer Mode from the mobile application on Android Installing Developer Hub Installing Android Studio Running SetupAndroid But it seems unnecessary according to the tutorial. What else is needed to make Hand Tracking work?1.4KViews0likes3CommentsOculus statializer FMOD 'unable to find plugin 'OculusSpatializerFMOD'
Wondering if anybody has knowledge or up to date links to implementing Oculus statializer with FMOD into UE? If I add the OculusSpatializerFMOD plugin line to fmod audio plugins within UE preferences, when I close the project, I can no longer build the project from VS 'unable to find plugin 'OculusSpatializerFMOD'' - not sure how I can make it find the plugin on build hmm. I have OculusSpatializerFMOD.dll copied in each folder of fmodstudio>binaries>platform (with plugins.txt with one line 'OculusSpatializerFMOD' added in each folder) which is installed in the project level. I can't seem to find decent instructions online. How can I make it find the plugin? Thanks2.6KViews0likes12Comments