UE5 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.1.3KViews0likes1CommentWhen is MetaXR OpenGL ES 3.2 Support Slated to occur? If ever?
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.2.3KViews0likes0Comments[Quest] Handling client logout events on quitting the application
Hi there, I have a client-server model setup where the Quest is a client, connected to an external dedicated server via an IP connection. I can force the Quest to handle a logout by interacting with a UI or pressing a button however I'm wondering if there's a way to automatically have the client disconnect from the server when the application is closed using the Quest's external quit menu? (Pressing the Oculus button and choosing 'Quit') The issue I'm experiencing is that the Quest is still connected to the server even after the application has closed. This results in: - The client's pawn still visible and inactive on the server - The client unable to rejoin the session as it's still technically connected. All help is welcome and appreciated. Thanks, Jackson.870Views1like1Comment[Go / Gear VR] Nodes 'Has Input Focus' and 'Get VR Focus State' not working as intended
Hello! I'm having trouble pausing the game using either 'Has Input Focus' or 'Get VR Focus State' blueprint node (and passing certification). I'm also using 'Has System Overlay Present' to check and pause the game if the Oculus overlay is displayed (which works fine). I've checked this on Unreal binary distribution 4.18 and 4.19. Current behaviour is that after about 10 seconds from removing the headset the game pauses but it does not pass certification so I assume there has to be abetter way or something is wrong? I was also looking at 'UnrealSample' from Oculus SDK but couldn't find anything related to pausing the game in that situation. Behaviour is implemented inside Game Mode blueprint, the actors that supposed to pause have the 'Tick Even if Paused' disabled. If anyone has some ideas or samples (blueprint or c++) that could show the working way to do this I will be very thankful. My implementation (also tried 'Get VR Focus State' in place of 'Has Input Focus'):Solved3.1KViews0likes7Comments4.21 Performance Issues
When I create a VR game (Binary Ue4.21 from Epic Launcher) for the Oculus store which is using simple Cartoonish asset, the app will not run on 90hz. Even in empty levels. I optimized probably everything: What I did: Static lightsource Only Static lightning enabled Forward shading enabled Instanced Stereo changed from TemporalAA to MSAA enabled Adaptive Pixel Density disabled main Post Process features (Bloom, Lensflare) disabled Composite Depth (caused z-fighting on AMD) made no gameplay use of Event tick Smooth FPS is off and min. desired frame rates by 90 Does anyone got an idea what I could do? Is it a bug?542Views0likes0CommentsOVRQUITMENU command results in application crash [UE 4.17.2]
Hi! Me and my team has just got back the results from the technical review today for our game. We passed 34/35 tests and the one we failed was the behavior of back button short press. So I have tried to fix this but encountered an issue with the console command OVRQUITMENU which i use to open the "Exit to Oculus Home" screen on back button short press from our main menu. It works fine when you first enter the main menu scene but if you then start the game and go back to the main menu scene the game will crash once you press the back button again. The game is one scene and the menu is another so it seems that this issue arises after a scene transition has taken place. I will attach the full log with this post as well as the blueprint code I use for running the OVRQUITMENU command. We are using Unreal engine 4.17.2. Does anyone have an idea what might be causing this crash? Or is there a better way to do this?1.3KViews0likes2Comments