Texture doesn't show up on objects in Quest 3
Hello, i imported a gltf object with textures in a Quest 3 VR app. with unreal 5.3.2. In the editor and in MetaXR simulator i see the correct textures on the object. When I deploy the app to quest 3 i see the object in gray, without textures. PS: the object is a blueprint with smaller parts combined together. Why it works in editor and simulator and not on the quest device ?600Views0likes0CommentsSome Errors occurred from HLSL codes when drawing a outline Through the wall
Ben Peck - Writing - UE4 Outline Effect for VR (ben-peck.com) I tried to draw a outline like that link and succeeded in every Platform except Quest2 stand-alone. That link simply used stencil buffer to caculate outline, and it's material includes some hlsl code. The problem comes from them..One of hlsl codes like this "return SceneTextureLookup(UVs, 25, false);" printed ERROR when I executed build packaging. Error code: PackagingResults: Error: 'return' with wrong type , in function 'CustomExpression12' returning half3 PackagingResults: Error: no matching function for call to 'SceneTextureLookup(half2, int, bool)' PackagingResults: Error: 'return' with wrong type , in function 'CustomExpression3' returning vec3 PackagingResults: Error: no matching function for call to 'SceneTextureLookup(vec2, int, bool)' Anyone knows why? Is it impossible for Quest Stand-alone to use custom stencil value? OR Are there other ways to make HLSL work for Stand-alone? Please reply me if you know how to fix it OR why it happened!! Just a little related is OK too...PLEASE!!!! Thanks, Regards. David1.3KViews0likes0CommentsAbsolute World Position in Material Error? - Unreal + Quest
I'm developing for Quest using Unreal with Vulkan. Project setttings are using mobile settings. No HDR, no post-processing, forward rendering, etc. I have a material which adds some fake lighting by calculating the distance from a flashlight object which uses a blueprint to pass the position into the material. This material works correctly on Rift, PSVR and PC-based VR platforms. It does not work correctly on Quest. What is happening is the light position appears in two different positions depending on the eye. In the left eye it appears that an object is lit but in the right eye it appears that the material is lit as if the object is moved a small distance to the right. This creates a mis-match between the two eyes. The material uses an Absolute World Position node plus it does a bunch of other calculations for light direction, etc. I suspect that the Oculus HMD code in Unreal is offsetting the meshes for the right eye differently for Quest than it does for the Rift. If anyone has experience with this or similar issues related to Quest I would appreciate your help. Thanks!2.2KViews1like2CommentsOculus Go - Transparency with Reflection
Hi, I have had a good search and it appears in UE4 to create a reasonable water / glass material it seems like the limitations of GearVR means you can't have transparency with reflections using say SphereReflectionCapture actors (which appear to be the only type of reflections incorporated into GearVR). GearVR appears to only use unlit and default lit so there is no way of accessing the Roughness pin with transparency on. Is this a UE4 or a GearVR limitation and if not I would be glad if someone can point me to a tutorial or example? I am wanting to use the Oculus Go for architectural pre-visualisation so it's pretty fundamental having reflective glass. Am I missing something/ Cheers1.2KViews0likes3Comments