UE4 Leaderboards in Blueprint
I'm trying to implement a simple leaderboard. I can write and read a value but I can't see how to pass an array to ReadLeaderboardInteger node in UE4 4.21. Is this really possible? The node only takes a Player Controller and a Stat Name as inputs. Additionally I can't see how to read the names in a leaderboard with blueprints. It seems like the UE4 leaderboard blueprints rely on ShowPlatformSpecificLeaderboardScreen to display all of this information, but that isn't supported on Oculus Go. From the documentation at https://developer.oculus.com/documentation/platform/latest/concepts/dg-cc-leaderboards/ "Add the Read Leaderboard Integer node. There are 2 ways to query the leaderboard using this node. Pass an array of a single entry, the current user’s id, to retrieve the user’s rank on the leaderboard. Passing an empty array will return the top 100 players on the leaderboard."2KViews0likes5CommentsOculus Quest Roomscale Tracking Error
We have been experiencing an issue with our roomscale UE4 project where the player is moved to a new location and then back again through no input from the game. This seems to be the order of events. 1. Game is being played and everything is fine. 2. Headset goes black with three dots flashing in the middle of the screen. This lasts for 1-2 seconds. 3. Screen comes back on with the player in a completely different location in the game than they were before the black screen. This lasts for 3-4 seconds. 4. Player suddenly moves back to the location they were at to begin with. We have had this happen multiple times but it is rare enough that we haven't been able to trigger it ourselves to debug it.518Views0likes0CommentsIncorrect distance while working on architecture visualization
Hi! I'm currently working on a realistic 3D house model in UE4. I'm making it from a real house, so I can see the real distances and propotions. But when I tried to walk through my model, I found that everything looks very small. Rooms that should be 20 meters length look like there are only 3 meters. The problem is that I'm truly sure that I imported all the models correctly in the engine (checked with a ruler) and the propotions of objects are correct. For experiment, I set "uu to meters" setting (one unreal unit equals to 1 centimeter) to 10 instead of 100 (so I scaled all the world in 10 times) to make it work properly. But I still think that this is the wrong way, because currently many developers say about incorrect hand controllers look in this "scaled" world :) Then I tried to adjust my oculus. I tried setting the Eye Relief to max possible values. I found that now everything looks great. I know that currently the problem is soled, but I would like to ask you about some article or documentation where this problems may be described more deeply?521Views0likes1Comment