Cannot open HandsTrainSample because Engine modules are out of date.
I wanted to try out Hand Tracking with UE4, and I just did git clone the engine source from Oculus github, and build the engine following the instruction in the Oculus website. I cloned 1e09d2f (the latest one) from branch 4.25, which is release "oculus-4.25.3-release-1.51.0-v19.0" and built the engine using Visual Studio 2019. It worked fine, I could make a new project. I could also open HandSample project and it works great with Oculus Quest & Link. But I couldn't open HandsTrainSample. I built the engine and clicked Debug/Start a new instance in Visual Studio, then it opened up the editor. Then I chose the sample, but I couldn't open it. I also tried to open .uproject directly but it just says "The following modules are missing or build with a different engine version: HandsTrainSample Would you like to rebuild them now?" and if i go Yes, then I get Missing Modules error with the message "Engine modules are out of date, and cannot be compiled while the engine is running. Please build through your IDE." and I couldn't open it. I guess I have to find and fix errors in VS but I don't even know where I can get .sln file for this project so which I need to see errors in VS. I tried Generate Visual Studio project files from HandsTrainSample.uproject but .sln file wasn't generated in the same directory although I got no error. This is my first time to build the engine from source and I might misunderstand some stuff. I hope someone helps me with it.4.7KViews1like5CommentsHow can I display oculus friend list in Game for UE4?
I would like to display friends and the ability to send invite using the Quest 2's native UI like I have seen in other games developed in Unity. A quick look on the UE4 engine's plugin OnlineSubsystemOculus, it doesn't have IOnlineExternalUI implemented. So, I am curious if this is not yet supported for UE4.1.8KViews0likes3CommentsAutodriver does not work on MetaXR
Hello! I'm a developer working in QA for an application built in Unreal Engine. I have helped implement an E2E tool that relies on the autodriver file that records user inputs. We just upgraded from OculusVR in UE4 to MetaXR in UE5. The documentation on Meta states that autodriver is not supported on OpenXR currently. We noticed that the autodriver file is not generated as it did in OculusVR so we assume it's not supported on MetaXR either. Is there a workaround to get this to work or when is it expected to be supported?867Views1like0CommentsOculus Quest and WebBrowser (WidgetInteraction) Widget
Hi everyone, I am having a problem getting any interaction with the WebBrowser Widget with the WidgetInteractions Component on Quest. On Linux, Windows etc (they use usually CEF as their Web access platform) it works but on the Quest it doesn't react at all. UMG Widget, like Buttons, Checkboxes works. Only the WebBrowser seems not to work. Is that a known issue? Are there any permissions needed for the Quest?1.1KViews0likes1CommentFIXED Oculus version of Unreal lighting error.
Hello, i downloaded the Oculus unreal engine 4.24 (https://github.com/Oculus-VR/UnrealEngine/tree/4.24) for developing with the splash screens or loading screens in Oculus quest. But i have the lighting issue i cannot build lighting with that eror: 5:01:07 PM: [Interface:CacheAllFiles] Failed to cache the executable: D:\UE4\OculusEngine\UnrealEngine\Engine\Binaries\Win64\UnrealLightmass.exe 5:01:07 PM: [Job] AddTask: Rejected, cannot add a task to a running Please if someone knows how to fix if write.1.7KViews0likes2CommentsNew Meta XR Plugin -> Oculus VR plugin depricated when?
Hi! We are still heavily in producing a multiplayer-windows-based VR app using the OculusVR plugin (together with UE4.27.2 and life is good) . Since there has been a complete new MetaXR plugin released we are wondering about how long the old Oculus Plg will work since I assume that on some point there will be updates on the headsets that will produce errors by the communication between Oculus app (which I assume will be replaced by some "Meta app" in the near future too) and the Unreal plg? So if anyone knows something about how long the OculusVR-plg will be supported I'd appreciate an answer. Thank you very much!1.3KViews1like0CommentsHang on headset launch - Problems getting started, is Mac *really* supported?
I'm trying to get started developing for the Quest 2 on my Mac. I'm new to Android, UE4 and the Oculus Quest 2. I've followed the instructions to build the Oculus fork of UE4 from source, installed Android Studio and set things up. I did have to modify the UE4 source to get it to compile. See PR #108 to github.com/Oculus-VR/UnrealEngine/pull/108 (I'm not allowed to post proper links yet). I also had an issue with a type -P command in SetupAndroid.command failing because the default Mac shell zsh doesn't appear to support the -P option to type. The two things make me wonder if developing on a Mac is actively being supported? I have been able to build the sample template project in UE4. However, on launch, everything hangs, and the last message in the output log is: LogPlayLevel: Running: /Users/erland/Library/Android/sdk/platform-tools/adb -s <serial> shell am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity LogPlayLevel: Starting: Intent { cmp=com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity } In the headset I first see the three dots, and then just a "black" world. At some point during troubleshooting, I got some messages indicating the .obb file was not found, and download of it was starting which might have I'm running Android Studio 3.6.3, UE 4.25 from source, MacOS 10.15.7, XCode 12.4, Oculus VR Plugin version 1.55.0. Manually starting the code using adb shell, then "am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity" and then "logcat", I get the following 02-15 10:49:56.447 9320 9354 D UE4 : [2021.02.15-09.49.56:447][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/PokeAHoleMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.447 9320 9354 D UE4 : [2021.02.15-09.49.56:447][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.448 9320 9354 D UE4 : CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.448 9320 9354 D UE4 : [2021.02.15-09.49.56:448][ 0]Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.448 9320 9354 D UE4 : 02-15 10:49:56.448 9320 9354 D UE4 : [2021.02.15-09.49.56:448][ 0]LogHMD: Error: Unable to load PokeAHoleMaterial 02-15 10:49:56.449 9320 9354 D UE4 : [2021.02.15-09.49.56:449][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_ChromaKey requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_ChromaKey 02-15 10:49:56.449 9320 9354 D UE4 : [2021.02.15-09.49.56:449][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_ChromaKey' 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogMR: Warning: Invalid ChromaKeyMaterial 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_OpaqueColoredMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_OpaqueColoredMaterial 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.451 9320 9354 D UE4 : [2021.02.15-09.49.56:451][ 0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_OpaqueColoredMaterial' 02-15 10:49:56.451 9320 9354 D UE4 : [2021.02.15-09.49.56:451][ 0]LogMR: Warning: Invalid OpaqueColoredMaterial 02-15 10:49:56.500 9320 9354 D UE4 : [2021.02.15-09.49.56:500][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. 02-15 10:49:56.501 9320 9354 D UE4 : [2021.02.15-09.49.56:500][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. 02-15 10:49:56.516 737 737 E WifiHAL : handleResponse: OTHER_RX_MULTICAST_CNT not found 02-15 10:49:56.521 737 737 E WifiHAL : wifi_get_ring_data: Error -5 happened. 02-15 10:49:56.521 1026 3833 E WifiVendorHal: getRingBufferData(l.1675) failed {.code = ERROR_INVALID_ARGS, .description = } 02-15 10:49:56.555 1026 3833 D wifi-jni: no kernel logs 02-15 10:49:56.595 9320 9354 D UE4 : [2021.02.15-09.49.56:595][ 0]LogAISub: UAISubsystem AISubsystem (0x9f344160), frame # 0 02-15 10:49:56.596 9320 9354 D UE4 : [2021.02.15-09.49.56:596][ 0]LogAISub: UAISubsystem AIPerceptionSystem (0xc5893b00), frame # 0 02-15 10:49:56.599 9320 9354 D UE4 : [2021.02.15-09.49.56:599][ 0]LogAISub: UAISubsystem EnvQueryManager (0x9ff25100), frame # 0 02-15 10:49:56.601 688 9526 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.609 688 9528 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.616 688 9530 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.616 9320 9354 D UE4 : [2021.02.15-09.49.56:616][ 0]LogUObjectBase: Warning: -------------- Default Property warnings and errors: 02-15 10:49:56.616 9320 9354 D UE4 : [2021.02.15-09.49.56:616][ 0]LogUObjectBase: Warning: Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.616 9320 9354 D UE4 : I think perhaps the PokeAHoleMaterial is related to the OculusVR Plugin in UE4. I have enabled the plugin, but the plugin is not showing up under "Plugins" in the project settings. I saw a post saying to add the /OculusVR/Materials to the "Additional Asset Directories to Cook". But there is no "/OculusVR/Materials" that can be selected, and I'm wondering if this is due to the plugin not working completely?5.2KViews1like5Commentsshared spaces in you own UE4 project?
Hi, I have the sharedspaces API working in our own project based on the example project but basic replication of some actors isnt working as i would have expected. We have the VRE plugin working and our pawn is replicating as exepected. We have a simple ball in the game as a test actor and it is not replicating , as the client moves it it is not seen on the server and then is reset when the server toouches it. Has anyone else got sharespaces API working on UE4 with actor replication? Would like to confirm we are not bleeding edge here...2KViews0likes2CommentsUE4 pc build with oculus-link can not use hand tracking
I downloaded the oculus branch of UE4 4.27.2 and run the HandPoseShowcase example. It works well in VR preview with oculus-link on Quest2. But in Lauhch mode or in win64 build , I can not see any hand models. I got the error message "LogOcHandTracking: Error: Failed to get mesh or skeleton data from Oculus runtime." in the log window. I found the problem is in file OculusHandTracking.cpp : ovrpResult SkelResult = FOculusHMDModule::GetPluginWrapper().GetSkeleton2(OvrSkeletonType, OvrSkeleton); ovrpResult MeshResult = FOculusHMDModule::GetPluginWrapper().GetMesh(OvrMeshType, OvrMesh); These two function did not return right value. Is there anything I can do to make hand tracking working on a pc build?1.2KViews0likes0CommentsUE4 OpenXR capacitive touch input issues (bug report)
Last night I tried using OVRPlugin OpenXR and Native OpenXR as XR API in my project. Turned out that capacitive touch events on Oculus Touch controllers don't work with OpenXR 😞 I am using Oculus fork of UE 4.27.2 with 1.70 integration (the latest available from Oculus for UE4 devs). Here is the setup: When touching thumbstick, nothing happens. When moving finger toward trigger and then touching it, value always stays at 0.04.5KViews2likes6Comments