Meta are not providing the replacement Quest 2 I am owed and are not being helpful at all.
Hello all. A few months ago after an update, My Quest 2 bricked. After going through trouble shooting and all the fixes available to me I sought help from support. A team member told me it was grounds for replacement, and we initiated that process. I followed the instructions, and sent in my faulty console. On June 24 I got an email saying I should have my new one in 5-7 days. Two weeks after that email, I still received nothing. I contacted support, who then realised there was an issue and promised to escalate it, saying I would receive an update shortly. No update. Since then I have been regularly contacting meta to ask 1) what went wrong, 2) expected timeline of replacement, and 3) why their internal investigation means I can't get the new console I am owed since they took my old one. Every time I get the work around saying it's being investigated, they can't do anything, with no one addressing my core concerns. They will not provide details, nor additional provide additional contacts to me for escalation purposes. I have managed to get someone to tell me that apparently it was shipped to the wrong address, and they won't give me a new console until the previous one has been recovered. The length of time it's taking and the obscure communication style are not in accordance with Australian consumer law, and have been incredibly frustrating. Multiple team members have acknowledged these facts, yet nothing new is happening as far as I can see. Do any of you have a story such as mine that had a successful resolution? Or any contact method to talk to someone at meta who can actually help me? I feel ignored and bullied, since meta has the power to issue me a new console, but are refusing until they complete their own investigation. This should not impact me as the consumer (as per my rights) and it seems as if they are just hoping I will go away. I have done nothing wrong and have gone from having a faulty product, to no product at all, with no clear information as to why. It seems to be a breach of Australian consumer law, as well as horribly inconvenient. Any help would be appreciated!106Views0likes10Comments[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?)954Views0likes0CommentsUE4 + Quest : FPS drop when running a release version of the app for the second time
The first time a shipping version of the app is launched, everything runs fine and we're hitting 72fps on the Oculus Quest. However, immediately after a restart of the app, there's always a consistent drop in framerate (~10fps lost) This seems to happen only when we create a release version for distribution, and not when we build a regular shipping build. Has anyone else noticed this happening ? FYI we're running the Oculus branch of Unreal Engine 4.22.1 Quest build settings for Arm64+ES3.11.3KViews2likes2CommentsNo audio in Shipping build
In my Unreal project (4.18.3) the audio is working fine while playing in the editor, but doesn't work (it's completely silent) in a Shipping build. If I use the Vive instead of the Rift with the exact same Shipping build the audio works fine, so it's definitely an issue with Oculus. I have tried running the shipping build from my hard drive, but have also uploaded it to the Alpha Release Channel for my project and downloaded it and played it through the Oculus store with the same result. The build is successful, but it does include these lines in the Output Log, which seem like they might be relevant: [OVRPlugin][ERROR] ovr_GetAudioDeviceInGuidStr failed: [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed: Has anyone else experienced this, and knows how to fix it?3.3KViews0likes7CommentsLow framerate in packaged shipping executable, but framerate is fine in editor
(UE4.19.2) Game performance is fine in editor, but packaged shipping build runs very slowly on Oculus CV1. Same executable runs fine on HTC Vive. Any thoughts on what I might have set incorrectly or should examine? Thanks! VRC TestSDKVersion: SDK version detected 1.19 EngineName: UnrealEngine EnginePluginName: OVRPlugin EnginePluginVersion: 1.21.0 EngineVersion: 4.19.2-4033788+++UE1.7KViews0likes1Comment