Pawn position and orientation in VR in Unreal Engine
Has anyone had a problem running the VR preview in Unreal Engine with player position? Namely, when I start the game and put on the headset (Oculus Quest 2), it happens that my virtual space rotates or moves by certain values. It is extremely important to me that when starting the game in the program, the player is always in the same place and in the same orientation, because I overlap the table from reality with the virtual one, so that they really coincide without having to move the virtual one every time. I need the VR pawn view to match the position, height and orientation of the camera that exists in the scene at every startup. If anyone knows what the problem is or has an inkling, I would be very grateful for an answer.3.6KViews0likes2CommentsCrashing on Join Session for build with Oculus Go
Hello, I'm working on a multiplayer project for the Oculus Go (Using Unreal 4.21 Launcher version). I've been able to create a build and upload it to the store for alpha. I can host a session on one Oculus Go just fine. And the second can search and find the session. However I'm running into an issue when I attempt to join a session on the second Oculus Go device. It Immediately crashes to the home screen. I've attempted changing to different maps. Sanity checking every plugin I have. And escalated it with friends who speak about the Samsung error (As seen in crash logs supplied) But no one knows how to fix it. Any help would be greatly appreciated. Thank you.2.6KViews0likes6CommentsError when trying to build for Quest using OSS Oculus and always leads to crashes.
I'm using Unreal 4.26 binary from the Launcher, and every time I try to build my app with OSS Oculus enabled I get the following error; To me it seems like it's always running the Windows version of the OSS and not the Android version, even tough I specify the build to be for Android_ASTC. This error does not stop the build process and a package is made, I can run it on my Quest, but it always crashes on start. If I remove the OSS it works perfectly. I'm working on a multiplayer project so the OSS (Online SubSystem) is needed. I tried changing the code and rebuilding the OSS Oculus removing all the "#if PLATFORM" to try and force it to always use Android but had no results. Any help guys?843Views1like1CommentOne Simple Level?
Has anyone created one simple scene that was created with Unreal 4.24.2 and successfully deployed to the Quest? A Scene or Template we could use as a starting point also for testing? a project file with project settings specifically for the Quest? something simple like a plane and a cube with performance stats and no artifacts, no AA issues, and no "jittery", "lagging" or "jumping" geometry? I am really curious if that project file exists somewhere for download to check all the project settings. Thank you so much for any little hint or info, I really do appreciate that!490Views0likes0CommentsHow to copy Unreal Game to Oculus Quest?
I am using Unreal UE4 to create 3D-Experiences. I would like to copy the games I created to th Oculus Quest. I was not able to find any guide or any tutorials that documents this process. What Unreal Packaging Options do I have to use? How to copy the Packaged Game to the Quest? How to launch and run it? Thank you so much for any little help, appreciate it!1.3KViews0likes5CommentsOculusVR plugin cannot add splash screen on start.
Hello, i try to add splash screen to the opening project in my Oculus quest. I can add from blueprints "Add loading splash screen", but it's not like expected coz i see for a moment my level then splash screen.. But from plugin, it does not work i spent some hours with that, on UE4 4.23 version and i attach the images of settings in Oculus plugin.970Views0likes2CommentsRequesting Help Implementing Touch, Oculus Avatars, and Hand Poses in UE4
As we get closer to the launch of Touch, I've been putting together an Unreal project designed specifically for the Rift and Touch so I can jump right into development. Note: I'm on the 4.14 build and using blueprints for my game logic. So far, I've set up all of the CapTouch values to a display widget to see how they are affected when using the controllers and all is well. Where I'm having some trouble is figuring out how to access the hand poses, if at all possible. I'd like to use the pointing, pinching, thumbs-up, and OK gestures as various inputs for teleporting, grabbing, etc. but I can't figure out how to access them unless these are based on the CapTouch values. Any help here would be great! :D Also, I'm assuming that the MotionController component applies to the Touch controllers as well as the Vive controllers. The Oculus gamepad events don't have their own specific events for the grip, thumb rest, or home buttons. Clarification on this would be great! Finally, I'd like to get away from the default VR Template and use the Oculus Avatar for my character. Is there any way to access the Oculus Avatar hand and head-neck models from Unreal? Obviously without Touch setting up a project is a bit difficult but I'm trying to implement the basics based on what I've seen in the OC3 keynotes. I'm hoping to get started developing with Touch right away and don't want to waste the time to set these things up, I want to dive into the fun stuff ASAP. Thanks in advance for any help!1.3KViews0likes4Comments