ETA on MetaXR plugin with UE5.6 support?
Is there anyone on here who works for Meta and can give an indication of when the MetaXR and Meta Platform plugins will be upgraded to support ue5.6? Using UE5.5 with OVR API enabled via the MetaXR plugin creates a visual cutoff artifact in non-opaque materials and some opaque materials in a far right sliver of the right display, as discussed in This Thread. It seems that 5.6 potentially does not have this issue, so I'm left waiting either for a 5.5 version of the MetaXR plugin that fixes this artifact or a 5.6 version.98Views0likes1CommentDownload Files the Right Way on Android in Unreal Engine
I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to download video files on a Quest 2 app built in Unreal 4.26 Oculus Integration version but it isn't as simple as just creating a java. There are a few plugins I've looked but have so far failed to fully implement including : https://github.com/gameDNAstudio/MobileUtils and https://github.com/Sovahero/PluginMobileNativeCode I'm having an issue implementing the Java DownloadHelper class since I can't seem to include the DownloadHelper package with these plugins. Has anyone out there tackled this issue the "recommended" way per the article linked? What would be even better is if Oculus could create a post for Unreal the way they did for Unity! Any assistance would be much appreciated!3.4KViews0likes4CommentsHow to use Bluetooth (HC-06/08) to transfer data between Arduino and UE5 VR Game on Quest 2
Hello, everyone. I need some help with sending data from my Quest 2 to an Arduino board that has a Bluetooth module (HC-06 or HC-08) attached to it. I have managed to use the UE4DUINO plugin to link Arduino with UE5.1.1 on my PC, but when I build and deploy the VR Game to the headset, I have to specify the port for the headset (COM X) first. How can I find out the port of the VR headset? Also, when I tried to run the VR Game with the UE4DUINO blueprint that scanned some of the potential port numbers (from 1 to 12), the VR Game failed to launch. Is it because the UE4DUINO plugin only works for the Windows port? Are there any other plugins, blueprints or Android APIs that I can use in the VR Game to communicate with the Bluetooth modules? Please help me out. Thanks!701Views0likes0CommentsUE5 VRNotificationsComponent issues with Quest 2
Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build). Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.1.3KViews0likes1CommentUE4.27 Android-sdK32 cannot write the permissions of the Android\data sandbox directory in Quest2
Hello everyone, I urgently need a help, the project is the use of UE4.27 version development, when packaging android target Sdk32 apk package, installed to Quest2 can not write any files in the "Android\data" sandbox directory, what is the more effective solution?1.1KViews0likes1CommentSome 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. David1.3KViews0likes0Comments[Shipping] Unable to export user data to a folder visible to the user
I am developing a music making software for Quest2 I would like to export the music created by the user as wav, but I am having trouble exporting it to a folder that is only visible in the shipping build. If there is a better way to do this, please let me know. In the development build, wavs are exported to the following folder. /sdcard/Android/data/(Package Name)/files/UE4Game/(app_name)/Wav (For example, is there any other way than modifying the UE engine to export to the MUSIC folder?)957Views0likes0CommentsRoom scale matching IRL location - How to manage Quest2 orientation?
Hi all, I'm creating an app for the Meta Quest2, where a user can walk in and out a room ( L shaped with an open door, nothing fancy ), which has been built based on a real life location, so the virtual environment ( built in Maya using technical drawings of the place ) match the IRL environment. Now I'm having the following issue and I would like some advices: While doing the room scale, I tracked both the inside of the room and a little bit outside the room ( in front of the door ) and set the pawn start location outside the room, at a specific distance from the door, so IRL I also have the same distance as the starting point of the pawn....as soon as the app starts, the pawn has a predefined orientation ( always looks towards the door ), while if I start the app and I'm not looking towards the door IRL, I have a misalignement between the virtual and IRL locations. To temporarily solve this issue I created a 3d printed stand for the Quest2, so that it sit thight there, and I placed the stand in front of the door at a specific distance ( the stand is also placed on top of a pedestal to be able to have the Quest2 at eye level ), so that it matches the distance between IRL and virtual start location. In order to sort out the orientation, I used one of the buttons on the controller to turn on the visibility of the room scale tracking area ( show/hide Guardian Visibility ), so that while the Quest2 is still on the stand, I can look inside the Quest2 and physically rotate the stand to match the orientation between the Guardian tracking area and the virtual environment, using the Guardian tracking area as a guide. When the two environment seems to be aligned, I get the Quest2 from the stand and test it by walking inside the room, and with still the Guardian visibility turned on, I check if the two envirnoments aligned properly. It works, but is not very user friendly, and if the stand is not locked in place after the orientation alignment, the entire calibration is messed up. So is there a proper/different way to align/orient the Quest2 so that the IRL environment match with a virtual environment which has the same geometry? Thanks in advance.8.1KViews0likes12CommentsNew 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!1.3KViews1like0CommentsUnable to execute my alpha build(Stuck at loading screen showing three dots)
Hello, Developers! I have managed to upload alpha build through the Oculus developer hub(ODH). I downloaded this build and tried to run it, but I couldn't proceed during the loading process. do you guys have any clues? 😅 Little more info about my settings 1. If I launch directly from UE4 editor, my apk works fine in quest 2. I have followed step in quest2 + UE tutorials in OVR, except for some rendering settings due to art direction (multi-view: off, Mobile Hdr: on, MSAA: off)Solved2.4KViews0likes1Comment