Meta files that fail on Mac due to hardcoded Windows-style path\filename
Is there a maintained list of Meta UE source files (.cpp/.h) that hardcode Windows-style backslashes in file paths (e.g., path\filename instead of path/filename)? On macOS, those paths aren’t valid and have been breaking packaging/deployment (and sometimes Xcode builds) for me. I’ve confirmed at least two instances and suspect more. A complete inventory would let me verify whether this is the root cause of my Mac build/deploy failures and fix them efficiently.39Views0likes2CommentsMeta XR Audio SDK multi platform support: Mac, IOS, Linux, PSVR...
At the moment the Meta XR Audio SDK doesn't seem to work for other platforms than Windows or Android. This is very important for multi platform development so that one can use a single spatial audio solution. Because finding the right settings, baking meshes for acoustic ray tracing and so on can take a long time and supporting different solutions is unrealistic. If anyone knows how to use the Plugin on Mac or IOS please share your knowledge. 🙂826Views0likes1CommentGame crashes on startup - Unreal 5.2.1
Hello, I've been trying to get this working for a while now but haven't gotten it to. This happens no matter which project template I use. This time I made a VR project and then just added meta XR and made all the changes in settings that are needed. then when building everything seems fine until I try to open the app up on my quest 2 where it just fades the screen to black and then immediately puts me back in my home environment. I get this in the logs when it crashes. [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: === Critical error: === [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: Fatal error: [File:./Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 7173] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: Missing global shader FHardOcclusionsPS's permutation 0, Please make sure cooking was successful. [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077C56AFCD0 libUnreal.so(0x0000000013608CD0)!VerifyGlobalShaders(EShaderPlatform, ITargetPlatform const*, bool, TArray<FShaderType const*, TSizedDefaultAllocator<32> > const*, TArray<FShaderPipelineType const*, TSizedDefaultAllocator<32> > const*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077C56B285C libUnreal.so(0x000000001360B85C)!CompileGlobalShaderMap(EShaderPlatform, ITargetPlatform const*, bool) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1589DC libUnreal.so(0x000000000B0B19DC)!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD141B08 libUnreal.so(0x000000000B09AB08)!AndroidMain(android_app*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1504B8 libUnreal.so(0x000000000B0A94B8)!android_main() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1862B8 libUnreal.so(0x000000000B0DF2B8)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000078E2B371DC libc.so(0x00000000000DF1DC)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000078E2AE32F0 libc.so(0x000000000008B2F0)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:832][ 0]LogExit: Executing StaticShutdownAfterError [2023.11.08-22.11.57:832][ 0]LogAndroid: FAndroidMisc::RequestExit(1) Sorry if I'm missing something I should know, I'm new to unreal since ive been doing unity forever2.3KViews0likes2CommentsOculus Link for VR Preview - (#feature-request)
Hi there, I'm trying to build a game on my mac, but having to build the entire game (sometimes takes hours) everytime I need to test is extremely impractical. I've scoured the internet and tried loads of different setups, but can't, for the life of me, get the VR Preview button to be visible and thus usable. I can get it working on bootcamp, but then I'm in Windows and it's painful. All my asset creation software is OSX based, so going back and forth between OS's is also not practical. It's become apparent is that I need the Oculus Link to be enabled before starting UE and currently that's only available through the PC-only Oculus App. So can we either; 1. Get an Oculus app/link for mac 2. failing that... (as don't need the whole app) a small tool to enable this functionality (or add it to the developer app) 3. Point me in the direction of a setup that un-greys this VR Button! Thanks in advance to any help, official or otherwise! Thanks! 🙂 Jon1.8KViews0likes3Comments