Oculus Quest 1 not generating rec.upipelinecache file
Hello, I'm trying to implement ue4's native PSO system into my project. Right now it won't cache and generate the rec.upipelinecache file nor it's associated folder CollectedPSOs. Even when I manually create the CollectedPSOs folder. I've followed UE4's own tutorials for Gathering PSO Data and Enabling PSO Caching. The only deviations have been the Gathering PSO Data's step 5, where I select Android and Android_ASTC instead of Android and Android_ETC1. However nothing I've tried so far has resulted in the rec.upipelinecache file generating in my Quest's folders. Is there something these two tutorials neglected to mention or do I need something else to set-up the PSO caching? Is it even possible on the Oculus Quest? Here are the links to the aforementioned tutorial pages: https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/index.html https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/EnablingBuildingPSOCaching/index.html5.2KViews2likes6CommentsSome 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. David1.3KViews0likes0CommentsProblem: shader randomly not working
Hello people. I am currently developing a game for the Oculus Quest 2 and I have a problem with one of my shaders which sometines works and sometimes doesn't (randomly) when launching the game on the device from the editor. I have another shader which is very similar and works perfectly at each launch. Does someone happen to know how to fix this? Thanks a lot.967Views0likes0Comments