Stereo Layers flickering on Quest 2
Hey Guys, i have a problem on Oculus 2 (UE4.26.2, armv7, vulkan) with stereo layers. I am using that trick with live texture setting from UI widget render target and when i am switching levels it starts to flicker after a few switches. It looks like some buffer is not cleaned properly. Is there any low level API to properly clean that or to destroy these layers on level switch ? When i use multiple stereo layers it starts to flicker after the first level change. Thank you so much!!2KViews2likes1CommentNo Oculus Hand Support in 4.27 Oculus branch?
As title suggests, opening my project (which focuses on hand tracking) in 4.27 causes issues with the hands. At first the hands wouldn't even appear until I switched back to Legacy OVR under the XR API in project settings, but then, after I package an APK and load it onto the Quest, it crashes on launch with a Fatal Signal 11 error and not much more detail given. I've tested this with more than one projects that uses the Oculus Hand component in both the binary version of 4.27 and the Oculus branch and the results seem the same. In the binary version, if I enable the Oculus OpenXR plugin and restart the editor, it states it failed to load the OculusHandComponent. Is there a way to get this working or is it possible it can be fixed at least in the OculusVR github branch soon? Much appreciated!1.9KViews1like2CommentsQuest For Business Save not working
When I build out our project using Unreal 4.25.3 oculus integration using standard save features, it works on the consumer headsets but does not save on the Enterprise edition headsets, also known as the business edition headsets. Why are these different and how can I include the proper permissions to get around this?833Views1like0CommentsStage trackingspace?
Hello all! I'm having some issues with setting the tracking space of the Oculus Quest. How do I achieve that? I've read in the documentation that I have to use vrapi_SetTrackingSpace( ovr, VRAPI_TRACKING_SPACE_STAGE ); but I haven't got a single clue where to use this.. Could you please help me implement this functionality? Best regards, Marcel640Views1like0CommentsAbsolute World Position in Material Error? - Unreal + Quest
I'm developing for Quest using Unreal with Vulkan. Project setttings are using mobile settings. No HDR, no post-processing, forward rendering, etc. I have a material which adds some fake lighting by calculating the distance from a flashlight object which uses a blueprint to pass the position into the material. This material works correctly on Rift, PSVR and PC-based VR platforms. It does not work correctly on Quest. What is happening is the light position appears in two different positions depending on the eye. In the left eye it appears that an object is lit but in the right eye it appears that the material is lit as if the object is moved a small distance to the right. This creates a mis-match between the two eyes. The material uses an Absolute World Position node plus it does a bunch of other calculations for light direction, etc. I suspect that the Oculus HMD code in Unreal is offsetting the meshes for the right eye differently for Quest than it does for the Rift. If anyone has experience with this or similar issues related to Quest I would appreciate your help. Thanks!2.2KViews1like2CommentsPost-process tint not working with r.Mobile.TonemapSubpass on Quest 3, UE 5.4.4 + Meta XR v71
Hi everyone, I'm developing a VR project for the Meta Quest 3 using Unreal Engine 5.4.4 (official Epic branch, not Meta fork) with the Meta XR plugin v71. I'm running into an issue with controlling tone mapping and applying scene tints using post-process volumes. Issue Summary: I need a post-process volume to adjust tint for a specific area via color grading. I followed the official Meta documentation for tone mapping (link) and enabled r.Mobile.TonemapSubpass=1. Even after disabling all post-process volumes (including those attached to my VR pawn), the scene is still globally tone mapped. When I activate my custom post-process volume, the intended tint effect does not show up. Questions: Is there a reliable workflow for toggling tone mapping, or controlling post-process volume tints (e.g. Scene Color Tint, Color Grading LUT) in a localized area on Meta Quest 3 with Unreal Engine 5.4.4? Are there known engine/plugin bugs or limitations with tone mapping or post-process tint effects when using the Mobile Tonemap Subpass option? Is this issue present in the official Epic branch with Meta XR 71? Are there any recommended workarounds or specific settings to enable area-selective tinting, or a timeline for fixes if this is a recognized problem? Background: I have tested enabling/disabling volumes, used “Infinite Extent (Unbound)”, and tried runtime toggling via Blueprint and console commands. The problem persists both in-editor and on device. Any insight, workaround, or official update from Epic/Meta would be hugely appreciated, as proper localized tint control is critical for my project’s visual design! Thanks in advance!145Views1like0Comments