Cannot access scene model entities at runtime on UE5.2 / Quest 3
Hi there, I cannot access the scene model which I previously captured using Scene Capture. For my test, I have added the table of my PC workstation. Following the documentation I have added an OculusXRScene actor and configured it. This has definitely worked, as I can see the box shape representing the table when I hit "play in VR". Also, I can see the SceneMesh which I recorded with the depth scanner on the Quest3. When I call GetActorsBySemanticLabel and specify "TABLE" as per the semantic label list on the documentation page, I get zero actors. I am wondering if this is because I use link (for fast testing) but it would surprise me since I can access the scene mesh. Thanks for any hint!!Solved5.2KViews0likes13CommentsOculus Quest adb devices empty.
Hello, i can build UE4 project for my phone, create APK but i cannot see my Oculus Quest in the console (cmd "adb devices").. I saw it one week ago and on developer mode, installed Oculus ADB GO drivers. But for now i cannot see my Quest device, mb anyone knows how to fix it?4.1KViews0likes7CommentsDownload 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!3.5KViews0likes4CommentsUE4 texture streaming always causes a hitch on Quest 1 + 2?
Using UE 4.25 Oculus branch. When I move closer to a mesh and it streams in a higher res texture there's always a very noticeable hitch. This also happens when a new actor is spawned and when I load a new level it'll stutter for 5 seconds while textures are streaming. The only way I can stop it is by disabling texture streaming but this isn't really an option. Anyone else seen this before?3KViews0likes1CommentHow do I scan for Bluetooth LE devices?
I have an Unreal app that needs to connect to BLE devices. During development I was using ACCESS_FINE_LOCATION permission but later discovered this is not allowed on the Oculus store. So I modified the app to use the recommended CompanionDeviceManager instead. This is working fine on an Android phone, but on the Quest it does not display the device selection dialog to the user. There are no errors or messages of any kind in the log. If I use a known MAC address, I can connect to the device, so it's just the scanning that's not working. The manifest contains: <uses-permission android:name="android.permission.BLUETOOTH" /> <uses-permission android:name="android.permission.BLUETOOTH_ADMIN" /> <uses-feature android:name="android.software.companion_device_setup" /> Am I missing something?2.9KViews0likes2CommentsProject for Oculus Quest works fine on preview with link but launching build seems messed up
I’m creating a project for Oculus Quest. That project includes: the Water Plugin (for an ocean and some things floating with buyancy) the SunSky Plugin (so we can set the scene in sunset) the Cable plugin a ready made big ship with lots of meshes and materials all placed as static I can preview the game in my Quest2 without any issue using the oculus link and everything works fine (except volumetric clouds which I read are not ok for VR, so I removed them). When I try to launch, the launch completes with success but the game runs pretty messed up in the device. SunSky doesn’t work and I cannot see the atmosphere nor the sun and the scene is poorly lit The ocean doesn’t appear but it works (the objects are floating but in a black void) Several materials appear messed up (and some missing) The games lags (my only interaction is in my simple custom blueprint for my VR Pawn that features teleportation, hand animations and grabbing certain objects) I tried the settings in this article: https://fattybull.com/unreal-quest2/ But I just got the same issues with less lagging (but still highly noticable). I’m new to game dev (+XR dev) but try my best to make just a simple scene with a boat in the ocean and minimal interaction. I just need to know in what direction should I look for to troubleshoot these issues. Is it a settings issue? Is it an sdk issue? Is it material issues? Is any of the plugins I use too intensive? Is my scene too big (many elements)? I try to look into all of the above but that seems chaotic.2.7KViews0likes1CommentUnreal Engine light baking in external editor vs. light buildin in editor for Quest
I have been trying to convert some simple projects to Oculus Quest packages. I am relatively familiar with how light building in Unreal Engine works, but the result looks so different in Vulkan preview mode and on the deployed version that I am wondering if I am doing something wrong. Generally, after baking the lights and switching to Vulkan preview mode, everything looks desaturated and lacks contrast. As a test, I used Blender to bake the direct and indirect light of a scene onto all models, to then use this texture for an unlit material in UE. I was blown away by the quality, which stays almost the same on Vulkan. I do understand that baking lights in the texture using an external editor will look good but will also have several limitations in terms of dynamic lights and shadow casting. What I really do not understand, is why baking lights in UE with production quality settings keep ending up in a massively downgraded Vulkan conversion. Am I doing anything wrong? Do you have any suggestion on the best practices, also related to external software baking? I am using UE4.27.2, vanilla branch from the Epic Games Launcher.2.5KViews0likes1CommentPassthrough 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!2.4KViews0likes2Comments