MetaXR Plugin for Unreal Engine 5.2
Curious to know general ETA on plugin support for unreal engines 5.2? Have been using 5.2 binary release for a bit, but i haven't seen any info in git or forums about MetaXR official support. Have been using the 5.1 compatible plugin (v53) in the meantime with some minor tweaks so it compiles for UE5.2, but it's not a long-term solution. Any info would be helpful. Thanks!5.4KViews12likes7CommentsMeta XR Audio in Unity. problem with baking
Hi, I'm working with the Meta XR Audio plugin for Unity v69 and everytime I start baking acoustics for the current scene following exception occurs. Is there any workaround? Is the baking process finished before the exceptions is thrown?: System.NullReferenceException: Object reference not set to an instance of an object at MetaXRAcousticSerializationManager.BakeAcousticsForScene (UnityEngine.SceneManagement.Scene scene, System.Collections.Generic.HashSet`1[T] sceneGroups, System.Collections.Generic.HashSet`1[T] geoPaths, System.Collections.Generic.HashSet`1[T] mapPaths, System.Action OnStart, System.Action OnFinish) [0x00174] in .\Library\PackageCache\com.meta.xr.sdk.audio@69.0.0\editor\MetaXRAcousticSerializationManager.cs:266 at MetaXRAcousticSerializationManager.BakeCurrentScene () [0x00001] in .\Library\PackageCache\com.meta.xr.sdk.audio@69.0.0\editor\MetaXRAcousticSerializationManager.cs:51 at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&) at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <787acc3c9a4c471ba7d971300105af24>:0403Views0likes0CommentsMetaXR plugin broken in Unreal Engine 5.4
The MetaXR plugin is broken for the latest on ue5-main branch (commit 7b00eca). Some part of the core VR integration was changed by Epic. Even though it should all be going through OpenXR. A beta MetaXR plugin for UE 5.4 would be nice.Solved9.1KViews3likes15CommentsWhere to get the libOpenCL.so for Quest 2?
Hello, I'm testing out a game concept that uses the Paralution C++ library for efficient matrix calculations on the GPU. I currently have the library exported as a shared library (only a .dll for Windows at the moment) that exposes some extern methods to C#. And I'm using that API within the Unity game engine to do the actual gameplay programming. Everything works fine when I'm running the game via Link/Editor, but I can't run on the Oculus Quest 2 at the moment which I want to actually launch the game on if the prototype pans out. The reason for that is that I need to compile the library into an ARM x64 Android plugin (that's an .so file) via Android Studio. The nuance here, to my current understanding, is that Oculus Quest 2 has the Qualcomm Adreno 600 GPU which only supports OpenCL 2.0 as far as I know. The good thing is that Paralution supports OpenCL-compliant chips, but I need the actual proprietary libOpenCL.so to compile in Android Studio, because it is a dependency of Paralution. This file usually resides in /system/vendor/lib/libOpenCL.so or /system/lib/libOpenCL.so in an Android device if it indeed supports OpenCL. My problem is that there is no Google Play store in the Quest 2 where I could download a file manager that would let me dig into the Android file system to get this .so. I have done quite a lot of searching and have not found a solution. I am getting frustrated cause I've been stuck for two weeks now every day trying to port my prototype to the Quest 2. Anyone has any expertise on this topic that could help me reach my goal? I know what I'm trying to achieve is possible, but I think if I can't overcome the obstacle of getting access to the Adreno 600 version of libOpenCL.so I will not be able to succeed. Thanks for reading and may you have a wonderful rest of the day! - Dohn.1.5KViews0likes1CommentBuild Support for OVR Lipsync in WebGL
Hello I was trying to build an web app using OVR Lipsync in Unity, it works perfectly when used in unity but it doesn't seem to work for WebGL build. I get this type of error - "output 2.framework.js:10 DllNotFoundException: Unable to load DLL 'OVRLipSync'. Tried the load the following dynamic libraries:" Can someone guide me on how to add this functionality to compile this plugin for WebGL. Thanks.1.1KViews0likes0CommentsUnable to package the build with OVRLipSync plugin enabled UE4.27
Hi the plugin is working however when i try to build i get this error. Unable to package. LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Package Plugin Task (Windows): BUILD FAILED LogSlate: Window 'Plugin Properties' being destroyed Please help or give me clue how to fix it in uplugin file?1.5KViews0likes1Comment4.26.2 Project Crashes on Launcher at start when I have Oculus Online Subsystem plugin Enabled
Hi guys, how you all doing? I'm having a problem with trying to add Oculus online Subsystem working on my project that it keeps crashing every time i try to run it on my Quest 2 and i dont know why. I though it had something to do with my blueprints that i created, so i tried to create a new project with just adding the Oculus online Subsystem but it keeps doing the same error and i dont know what to do. I tried searching the internet for answers but alas didnt found anything that could help me. If someone knows why this is happening i would be very grateful of you could help me. Thanks in advance! If you need more information let me know! PS: im using the SDK 29 and NDK r21b1.1KViews0likes0CommentsOculus VR Plugin Missing in Unreal Editor Project Settings Menu - Intended Quest Development
I am trying to make an app for Oculus Quest using Unreal Engine and the Oculus VR plugin while developing on macOS. I wish to access the settings of the Oculus VR plugin in the Unreal Editor in the "Project Settings" panel in the "Plugins" section, but the OculusVR item does not appear (see first screenshot below) even though the Oculus VR plugin was enabled in the "Edit->Plugins" menu (see second screenshot below). The expected appearance of the OculusVR plugin settings are described in the "Configure the Oculus Plugin for Unreal Engine" guide. I have followed all preliminary steps listed in Oculus' Quick-start guide for Unreal Engine development on Quest. I have experienced this behavior with both the Unreal Engine editor binary download from the Epic Games Launcher, as well as from the editor I built from source using the Oculus-VR Unreal Engine repository. The versions I used are: Epic Games Unreal Editor Binary: 4.25 Oculus Source Code for Unreal Editor: 18.0 based on UE 4.25 I am developing on MacOS Mojave (10.14.6). This same issue has been pointed out in other posts and forums. The solution mentioned in a couple of the posts is to download the Oculus Rift software, but this software only supports PC and not MacOS, so I am unable to use this. Surprisingly, this solution worked for PC users who were not attempting to develop for the Rift, but instead for the Quest. Another partial solution mentioned, which only allows you to modify the FFR setting for the plugin, is explained at the bottom of an Oculus guide on FFR in Unreal Engine. Is there any known full solution to this issue, specifically when developing on MacOS? I assume it would be simple enough to see the plugin settings for a plugin which has been enabled in the Unreal Engine editor. Thank you for any help on this topic. I originally had many helfpful links inserted into this post, but the Oculus forum has prevented me from posting links because I am "too new". This greatly reduces the quality of this post and is very sad. I have created a duplicate post on the Unreal Engine forum, so if you are looking for the links, please visit there!6.9KViews1like9Comments