Crash When Creating Spatial Anchors on Meta Quest Pro
I've been working on a project with Unreal Engine5.3 and the Meta Quest Pro, focusing on implementing spatial anchors. However, I'm encountering a consistent crash every time I attempt to create a spatial anchor. This issue is critical for the functionality of my project, and I've been unable to find a workaround. Here's a brief overview of the problem: Device: Meta Quest Pro Engine: Unreal Engine 5.3 Issue: The application crashes when attempting to create a spatial anchor. Error Log: Attached file I've ensured that all my software is up to date and have followed the official guidelines for implementing spatial anchors. Despite this, the issue persists. Has anyone else encountered this problem or have any insights on what might be causing the crash? Any suggestions on how to resolve this would be greatly appreciated. Thank you in advance for your help and suggestions. <log Shortcut> 00 pc 0000000010eea470 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (OculusXRAnchors::FOculusXRAnchorManager::CreateAnchor(UE::Math::TTransform<double> const&, unsigned long long&, UE::Math::TTransform<double> const&)+104) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #01 pc 0000000010ee684c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (OculusXRAnchors::FOculusXRAnchors::CreateSpatialAnchor(UE::Math::TTransform<double> const&, AActor*, TDelegate<void (EOculusXRAnchorResult::Type, UOculusXRAnchorComponent*), FDefaultDelegateUserPolicy> const&, EOculusXRAnchorResult::Type&)+724) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #02 pc 0000000010ee64d8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UOculusXRAsyncAction_CreateSpatialAnchor::Activate()+212) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #03 pc 0000000009dbdae0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UFunction::Invoke(UObject*, FFrame&, void*)+124) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #04 pc 000000000a06499c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::CallFunction(FFrame&, void*, UFunction*)+5012) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #05 pc 000000000a071eb4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessContextOpcode(FFrame&, void*, bool)+156) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #06 pc 000000000a065e78 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalScriptFunction(UObject*, FFrame&, void*)+888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #07 pc 000000000a0652f8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (void ProcessScriptFunction<void (*)(UObject*, FFrame&, void*)>(UObject*, UFunction*, FFrame&, void*, void (*)(UObject*, FFrame&, void*))+864) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #08 pc 000000000a06721c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalFunction(UObject*, UFunction*, FFrame&, void*)+2624) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #09 pc 000000000a065e78 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalScriptFunction(UObject*, FFrame&, void*)+888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #10 pc 000000000a065a0c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessInternal(UObject*, FFrame&, void*)+340) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #11 pc 0000000009dbdae0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UFunction::Invoke(UObject*, FFrame&, void*)+124) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #12 pc 000000000a06ba5c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessEvent(UFunction*, void*)+6376) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #13 pc 000000000e670994 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (AActor::ProcessEvent(UFunction*, void*)+764) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #14 pc 000000000aa32d88 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (void TScriptDelegate<FNotThreadSafeDelegateMode>::ProcessDelegate<UObject>(void*) const+248) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #15 pc 0000000010b1b7b4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FEnhancedInputActionEventDelegateBinding<FEnhancedInputActionHandlerDynamicSignature>::Execute(FInputActionInstance const&) const+276) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #16 pc 0000000010b00d6c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UEnhancedPlayerInput::EvaluateInputDelegates(TArray<UInputComponent*, TSizedDefaultAllocator<32> > const&, float, bool, TArray<TTuple<FKey, FKeyState*>, TSizedDefaultAllocator<32> > const&)+6880) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #17 pc 000000000fea2258 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UPlayerInput::ProcessInputStack(TArray<UInputComponent*, TSizedDefaultAllocator<32> > const&, float, bool)+404) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #18 pc 000000000f7ca09c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::ProcessPlayerInput(float, bool)+2092) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #19 pc 000000000f7c80c8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::TickPlayerInput(float, bool)+1216) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #20 pc 000000000f7c7ad4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::PlayerTick(float)+96) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #21 pc 000000000f7d3a00 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::TickActor(float, ELevelTick, FActorTickFunction&)+2888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #22 pc 000000000e66db40 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FActorTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)+1840) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #23 pc 000000000fd714a4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)+480) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #24 pc 000000000fd70e90 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool)+912) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #25 pc 00000000093b7ff0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+2128) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #26 pc 00000000093b63b4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+272) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #27 pc 00000000093b5168 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>, TSizedInlineAllocator<4u, 32, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type)+1188) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #28 pc 000000000fd69900 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool)+2608) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #29 pc 000000000fd6459c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickTaskManager::RunTickGroup(ETickingGroup, bool)+204) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #30 pc 000000000f2592c4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UWorld::Tick(ELevelTick, float)+9192) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #31 pc 000000000ef5dee8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UGameEngine::Tick(float, bool)+4304) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #32 pc 000000001089d244 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FEngineLoop::Tick()+21932) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #33 pc 0000000010896074 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (AndroidMain(android_app*)+3852) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #34 pc 00000000108a5584 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (android_main+232) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #35 pc 00000000108cdf58 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #36 pc 00000000000df308 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+132) (BuildId: def68bb84eb5640b420d532997403718)25KViews1like2CommentsError on Live Link | Body, Face, Eye Tracking not working
Hello there, I am trying to get live link to work. I am working currently on unreal engine 5.2.1. I keep getting these errors when trying to connect my quest pro with link link: Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Body'. Can't evaluate frame for 'Body'. No data was available. I know the first one is expected and you're supposed to run VR Preview, but I can't explain me the second error. Also there are supposed to be three subjects: Body, Face and Eye. But as of now there is only appearing Body. As source machine is states: 'Oculus Qeust2'. Shouldn't it be something like 'Oculus Quest Pro'? In the Output log it is recognized as the correct device: LogOVRPlugin: Display: OpenXR system properties: venderId [*], systemName Meta Quest Pro, maxSwapchainImage(4096, 4096), maxLayerCount 16, orientationTracking 1, positionTracking 1 LogOVRPlugin: Display: OpenXR hand tracking system properties: hand tracking supported 1 LogOVRPlugin: Display: OpenXR simultaneous hands+controllers system properties: hand tracking supported 1 LogOVRPlugin: Display: OpenXR face tracking system properties: face tracking supported 0 LogOVRPlugin: Display: OpenXR eye tracking system properties: eye tracking supported 0 LogOVRPlugin: Display: OpenXR body tracking system properties: body tracking supported 1 [...] LogOculusXRMovement: LiveLink subject Eye is not supported. LogOculusXRMovement: LiveLink subject Face is not supported. LogOculusXRMovement: LiveLink subject Body became valid. Live Link: Error: (01) Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Body'. Live Link: (01) Can't evaluate frame for 'Body'. No data was available MetaXR Plugin is obviously installed and Body, Face and Eye Tracking is enabled. Permissions in the Oculus App are also set. Why is this occouring and how can I fix it? Help is much appreciated!1.7KViews0likes1CommentUE app not working anymore
I have created a simple UE5 app for the meta quest pro. It was a nightmare to make it work and get the right configuration. But somehow it worked. After 3 months ... it does not work anymore. It just crashes after the start without any information. No update was made to the app. No update was made for the Meta Quest Pro. The environment is the same. What could be the reason why it has stopped working? Are there any background updates? Why are there no error messages? Thank you761Views0likes0CommentsPassthrough Shadows Discussion
I'm currently looking into the best way to implement shadows for virtual characters. I've seen a few ways that look promising with just drop shadow cards. But what if I want true dynamic shadows? How do I get them to cast with no floor mesh since I want Passthrough? Or even dynamic soft shadows? I came across this for dynamic soft shadows based off the collision which looks pretty good. But how would I implement that with Passthrough? https://www.youtube.com/watch?v=_oed7fqqzaY Here is a sneak peak at the current project. The characters still don't feel grounded yet without shadows. Just trying to find the best and most realistic way. https://twitter.com/colin_a_brady/status/1627061040939941888?s=20 Please share your thoughts an how you think the best way to implement a shadow for so many characters should work in Passthrough!2.4KViews0likes2CommentsNew Meta XR Plugin -> Oculus VR plugin depricated when?
Hi! We are still heavily in producing a multiplayer-windows-based VR app using the OculusVR plugin (together with UE4.27.2 and life is good) . Since there has been a complete new MetaXR plugin released we are wondering about how long the old Oculus Plg will work since I assume that on some point there will be updates on the headsets that will produce errors by the communication between Oculus app (which I assume will be replaced by some "Meta app" in the near future too) and the Unreal plg? So if anyone knows something about how long the OculusVR-plg will be supported I'd appreciate an answer. Thank you very much!1.3KViews1like0Comments