Get Oculus Identity returns No Logged In user
I try to get my ID with GetOculusIdentity node but it fails and prints out LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app. Also tried Get Oculus ID and it also returns No logged in user I run Verify Entitlement before and it succeeds, I have the correct appid of my game in my DefaultEngine.ini and the account passes authentication9.4KViews4likes14CommentsMetaXR Plugin for Unreal 5.3 generates the VR Hands at a wrong and very un-natural angle!
I have tried to fix it for a long time, thinking it was a problem at my end; but I just tried using the OpenXR Plugin and the hand is normal like it has been for all these years. The MetaXR plugin definitely has the VR Hands at an odd angle about 80 degrees downward, forcing the player to lift their wrist at an unnatural angle to point any tool or weapon. See attached image.Solved2.6KViews0likes4CommentsBat (attached to controller) Collision Issue
Game: The Final Overs App Lab Link: https://www.oculus.com/experiences/quest/3753844808017398/ Game Engine: Unreal Engine 4.26 Short overview of the game: it's a Cricket game where the player (batsman) is supposed the hit the ball with the bat (attached to controller) as far as he can, as fast as he can. ISSUE 01: ball sometimes goes through the ground or bat i.e. misses collision WORKAROUND: turn on CCD on the ball. ISSUE 02: if we hit the ball with the bat fast then the ball doesn't get the expected impact force and is slowed down. Sometimes also happen if we move the bat slowly, but mostly happens if we swing the bat even slightly faster. Sometimes the ball even goes through the bat without receiving any impact. WORKAROUND: turn on CCD on the bat. That fixes this problem, but then creates the next one. ISSUE 03: after applying the workaround above, the ball gets collided to bat even from a distance of ~1 feet. There is a significant gap between bat and ball but the ball still gets hit especially when moving the bat fast. If I hold the bat still then the collision is mostly precise. We have a replay feature that basically records bat & ball's positions every frame and then loops through them in slo-mo to create replay. You can clearly see a gap between bat and ball at time of impact. We need a solution to issue 02 and 03, or maybe solving one of them will fix the other. I highly recommend trying the game to better understand the problem. If you're willing to help then I'd be happy to share a key with you. If you play, then please keep in mind the following: - Pro difficulty mode has issue 02 - Normal & easy difficulty modes have issue 03 Please let me know if you need any further information. I have been working really hard to fix this but haven't found a solution yet. I will be SO grateful for any help regarding this.1.1KViews0likes1CommentOculus Quest 1 not generating rec.upipelinecache file
Hello, I'm trying to implement ue4's native PSO system into my project. Right now it won't cache and generate the rec.upipelinecache file nor it's associated folder CollectedPSOs. Even when I manually create the CollectedPSOs folder. I've followed UE4's own tutorials for Gathering PSO Data and Enabling PSO Caching. The only deviations have been the Gathering PSO Data's step 5, where I select Android and Android_ASTC instead of Android and Android_ETC1. However nothing I've tried so far has resulted in the rec.upipelinecache file generating in my Quest's folders. Is there something these two tutorials neglected to mention or do I need something else to set-up the PSO caching? Is it even possible on the Oculus Quest? Here are the links to the aforementioned tutorial pages: https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/index.html https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/EnablingBuildingPSOCaching/index.html5.2KViews2likes6CommentsStereo Layer Transparency broken for UI Widgets on Quest
To improve the quality of our in game UI, we recently moved it from world space widgets to Stereo Layers. However, transparent Stereo Layer have black backgrounds on the quest where it is supposed to be transparent. After setting up the stereo layer, so that it gets live textures from the Unreal UMG system, the transparent parts appear black on the Quest. So here how it looks on the Quest: And how it looks on the PC with oculus link and VR preview in engine (this is how it is suppose to look): The issue only pops up with Live textures, if I place a sprite with alpha channel as the texture, it is displayed correctly with alpha blending. One thing we have already tried is creating the render target in C++ and ensuring that the clear color has the alpha of 0, so (0,0,0,0) and the format supports RGBA. We are on Unreal version 4.25.3 on the Oculus Unreal Branch built from source. Any tricks to get this working? Thanks for the help! Daniel5.3KViews1like5Comments[StereoLayerComponent] I turned on the Supports Depth Flag to build and use Oculus Quest Error
The Stereo Layer Component is used for widget use. However, due to the phenomenon that the player hand is drawn behind the widget I turned on the Supports Depth Flag to build and use Oculus Quest, but it comes out with a black background with no alpha behind. Does anyone know how to fix it? When I turn off the Supports Depth Flag, the alpha is fine and the hand is drawn behind the widget. Unreal Engine Version 4.243.3KViews0likes5CommentsOculus quest multiplayer for UE4
Hello, i want to develop oculus quest multiplayer app, with the sessions, host and listeners. How i should to develop multiplayer with Oculus SDK? Coz in the steam, i can find a lot of tutorials how to connect SDK, how to do a host or listener, via blueprints (it's great and easy) c++, and other parts. It's will be good to have tutorials how setup Oculus SDK (i think from Oculus UE4 version) how to do a multiplayer setup with oculus documentation, a simple multiplayer project or video tutorials (will be the best for UE4 devs, coz we like blueprints and visual parts) it's will be helpful.1.1KViews1like1CommentOculus Quest 4.25 enginge, PSO cache causes materials not to load
Hi, I started integrating PSO cache into my oculus quest build. I followed this instructions docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/index.html to gather the pso data and build the .stablepc.scv file that I put inside /Build/Android/PipelineCaches. When building the project PSO Cache wouldn't start compiling shaders until the changes from this thread forums.unrealengine .com/development-discussion/android-development/1707967-after-migration-ue4-22-4-24-pso-cache-loading-running-is-not-working. Right now it compiles the shaders when starting the game and the hitches are gone but some materials aren't shown at all and some are only shown after some time(This happens only to observed and cached materials). I'm working on a oculust quest 4.25 engine. I tried the changes from this thread( developer.oculus .com/first-access/forum/santa-cruz/post/3672220449455893/) but with no luck. Here are the PSO logs from the compilation codeshare .io/G6Pd0g Sorry for the shitty links with spaces but I am to new here to use links on my threads lol1.3KViews0likes0CommentsError when trying to build for Quest using OSS Oculus and always leads to crashes.
I'm using Unreal 4.26 binary from the Launcher, and every time I try to build my app with OSS Oculus enabled I get the following error; To me it seems like it's always running the Windows version of the OSS and not the Android version, even tough I specify the build to be for Android_ASTC. This error does not stop the build process and a package is made, I can run it on my Quest, but it always crashes on start. If I remove the OSS it works perfectly. I'm working on a multiplayer project so the OSS (Online SubSystem) is needed. I tried changing the code and rebuilding the OSS Oculus removing all the "#if PLATFORM" to try and force it to always use Android but had no results. Any help guys?841Views1like1Comment