Room 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.8.1KViews0likes12CommentsDownload 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!3.5KViews0likes4CommentsUnable 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)Solved2.4KViews0likes1CommentCorrect SDK and NDK to target for Oculus Quest 1 and 2 (oculus-4.26.1-release-1.59.0-v27.0 branch)
I am creating a VR project using the oculus-4.26.1-release-1.59.0-v27.0 branch of Unreal Engine. I have done the default Android setup as mentioned in Unreal Documentation. I have also added the paths to the SDK, NDK and JAVA in the "Android SDK" section of "Project Settings" Now, my questions are, What values should I put in the "SDK API Level" and "NDK API Level" in the Android SDK section of Project Settings? What values should I put in the "Minimum SDK Version" and "Target SDK Version" in the Android section of "Project Settings"? Do I need to download any other version of Android SDK or NDK using Android Studio? I currently have Android API 30 and 29(Android 10.0(Q)) SDK installed. For NDK, I have 21.1.6352462 Installed. I have searched for answers regarding these questions everywhere and all the posts about these are out of date. Any help will be appreciated!1.6KViews0likes0CommentsGPU Lightmass for Quest2 ?
Does anybody know if the GPU Lightmass also works for VR production? Just curious. Because the GPU Lightmass requires Ray Tracing, but no way to use Ray Tracing for VR. And so far all my tests, baking with GPU Lightmass and deploying to the Quest2 failed. Thanks for all your thoughts, cheers1.6KViews0likes1CommentUE5 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.1.3KViews0likes1CommentNew 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!1.3KViews1like0CommentsSome 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. David1.3KViews0likes0CommentsUE4.27 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?1.1KViews0likes1Comment[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?)960Views0likes0Comments