Corner of Meta Quest 3 shows strange colors when in VR preview mode
Upper right corner. It's quite noticeable with the headset on because the edges of my vision become multicolored. This started happening this morning. I'm really not sure why. This only happens in VR preview mode in UE5. I tried it with a sample starter project from oculus-samples github as well, and the same thing happened except the corner was black instead of multi-colored. I don't notice anything when the headset is in standalone mode. I've tried just looking for a messed up corner in Passthrough/First Hand demo/etc, and there's nothing wrong as far as I can tell. Is this something wrong with Quest Link? I've tried it with a different cable and a different port on the computer as well.852Views0likes1CommentUnreal 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! JPSolved4.9KViews1like8CommentsQuestionnaire Towards Modeling Software Quality of VR Applications
Hi, Developers! We are conducting a survey to gather insights on software quality factors in VR applications. The aim is to create a model that captures the key aspects influencing the quality of VR software from developers' or users' perspective. The questionnaire will take 5-7 minutes to complete. All responses will be anonymous, and the data will only be used for research purposes. Participate Here: https://forms.gle/cdvEaiyTvcFbJucN9 Thank you for your time and valuable insights. Your participation will greatly contribute to improving the development of VR software!504Views0likes0CommentsHand tracking widget interact through direct touch
Hi! I am new to VR development and im really struggling to find those trivial solutions. Sorry about my ignorance but i would like to know how can i interact with widgets interfaces in Unreal Engine. I already have a sample project with leap, grab, button and all set but widget interaction. My goal is to create a custom keyboard with some specifc functionalities. If anyone can help me i would appreciate a lot! thank you!1.2KViews1like2CommentsUnreal 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.752Views0likes0CommentsPTC 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.692Views0likes0CommentsAndroid SDK 12l causing crashing for development builds
Recently I've been trying to update my project's android api from 29 to 32, so it can comply with the new requirements for Quest 2. After the update attempting to launch a non-distribution build causes the following crash during the initial splash screen: Initially I thought this was down to lack of permissions. MANAGE_EXTERNAL_STORAGE was added in api 30 without which access to $Storage/obb, where non-distribution obbs are stored on device, would have been denied. However adding this to the extra permissions and ensuring it has been requested on game start has not fixed the issue. Below are the android packaging settings. I also tried editing the automation script to have the obbs appear in the $storage/android/obb folder, while this did fix the initial crashing it lead to other side effects (such as no logs being recorded and instability) & ultimately feels like a step in the wrong direction. Has there been anyone else run into this issue? If so did you find a solution? Any suggestions or troubleshooting thoughts would be deeply appreciated.3.5KViews4likes6CommentsSharedSpaces project not compiling (unreal 5.1)
Hi Everyone, I followed this lovely guide by ysquall to setup the shared spaces plugins in my project https://docs.google.com/document/d/1mb1YBlNyfjJ94gCY0rIi364pBIvkPko0rjiDumEcKto/edit However when I build my project I get this error "Could not find definition for module 'Photon', (referenced via Target -> PhotonNetDriver.Build.cs)" Thank you in advance! Kaushik2KViews0likes4Comments