UE4 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?1.2KViews0likes0CommentsSetBasePosition not updating controllers location?
I've been struggling with getting world origin to be consistent between Oculus VR and Steam VR. My Pawn (UE4) is a sphere about the size of a head. There is a scene component attached to that as a padding and a camera attached to that. My touch controllers are attached to the scene comp. The trouble came from steam VR pushing my camera up. So I started using GEngine->XRSystem->SetBasePosition to offset the origin that way my camera doesn't get pushed up outside of the parent sphere. Unfortunately in doing this I've noticed that my touch controllers are not following the update. For a brief moment before my code kicks in Steam VR does have the camera moved up and out of the sphere - then my update comes in and adjusts everything and makes it good, except it seems the touch controllers do not follow in this update. I've had the locations both relative and world print to screen for the sphere, the scene, and the camera comps. It's easy to test as they are all supposed to be Zero (the camera of course is moving around as it tracks near zero) . So what is going on? Is there a way to update whatever is causing the controllers to ignore this SetBase upsate?583Views0likes0CommentsRecent performance issues
Towards the end of December I was finishing up the intro of my VR game. The intro is just 5 minute ride introducing the story and environment they are about to experience in the actual game. It is built inside of UE4 (4.23). During the intro normal controls are turned off so they can't interact with the ride aside from looking around with their head. This intro was going to be my teaser reveal for my game as well. I polished it up rather well I like to think. Before December wrapped up I backed the project up across my various devices as it was a big milestone for my project. Everything ran well. No frame hitches, no audio skipping, no tracking issues from performance. I took a couple weeks off at this point for health reasons. It was supposed to be a good stopping location. Upon returning (a couple days ago) I have noticed that with the recent Oculus updates (forced) that performance changed in my intro. Now I get frame hitches, audio skipping, and tracking issues - regularly. What happened? I wrapped up that intro. It was done. No additional work went into it. Like a nervous school kid I verified it's fluidity 100 times. It was running perfectly, and now due to some oculus update it does not. How am I supposed to trouble shoot this as a developer? It's not like I know what you did under the hood. To trouble shoot this on my side I've kept windows updated, same with Nvidia Drivers. I migrated my project to UE4 4.24.2 hoping that your update was utilizing something in UE4 current. Still I get regularly hitches. Not just in my project mind you. I get them when I put the headset on. The moment I enter VR I'm getting stuttering that never occurred before. If I open up UE4 in the background - it's nearly unbearable. At this point I have no idea what to do. I know in these situations it's common to blame the other half - UE4. If there was a way to roll back my oculus version I'm certain my backed up UE4 4.23 version of my project would run flawlessly. What are other developers doing about this? Are we expected to modify our projects to accommodate the Oculus updates?1.4KViews1like3CommentsBlocking a Rift S sensors
Hello VR Experts I need to know if it is possible to cover a Rift S but still gain its head rotation? Can the headset still work if it was covered with let's say a velvet material? I don't need hands and positional tracking for the project! I understood the old Rift DK1's internal accelerometer still calculated rotation with its external sensors disconnected. (a bit cheeky, but would this also be the same situation for a Quest's head rotation?) It's for an artist instalation you see. Thanks in advance870Views0likes2CommentsWhat's a good Free-Moving Backpack PC Alternative?
We have started development on a VR experience project using UE4. We have 2 months to finish it, and have been developing for our own Backpack PC. However, now that the deadline is closing in, someone on the team reported that backpack PCs just aren't widely available anymore. We can't get backup batteries, and it and I have been told that this completely invalidates our option to use backpack PCs, so we ideally need to find an alternative solution. The space is only 3x4 meters, and we'd need people to move freely around it. If we absolutely cannot find any alternatives, we'd have to switch the whole project to the Quest. Which doesn't seem feasible, since our target platform was PC before, and we'd essentially have to start all over again. So does anyone have any ideas for alternatives to the Backpack PC, or even if there might be ways to get access to backpack PCs?670Views0likes1CommentUE4 to Oculus Go - normal maps not working
I've created a sprite sheet with diffuse and normal map textures. In UE4 in order to get paper2D sprites with normal map you have to use a material called something like Default Lit Sprite Material. I copied it and have setup my flipbook animation of my sprites. Looks very neat in UE4. In both the main viewport and the flipbook animation viewport I can see the normal map working on the sprite. In the flipbook viewport you can move a temporary light around by holding "L" to see the specular reflections of your normal map to verify. When I launch this project to the oculus go the model appears flat and only the diffuse texture appears to be rendering on the sprite. I've disabled all lights except one that is position off to one side of the sprite so it should draw and strong specular reflection from the right. When I am in the Go and looking at the sprite all I can see is the diffuse map. No specular accents describing the normal map. At this point I don't know what else to do because there is no more documentation on this.1.1KViews0likes1CommentIssues with AdaptiveGpuPerformanceScale
Hello, I'm trying to use this for adaptive resolution as done in the sample code. However, it won't work because AdaptiveGpuPerformanceScale is giving back values too high. What I'm seeing is at about 90 FPS at AdaptiveGpuPerformanceScale ~= 1.2. I'm unable to bias this on my end because when it's ~= 1 it won't send updates and we actually need to downres. I saw in the SDK it's based on desired_GPU_utilization. Is this something I can set somewhere? PS. The default ue4 pdadaptive implementation has got some bugs even if the GpuPerformanceScale had correct values. -Andrew977Views0likes2CommentsUE4 UOculusFunctionLibrary::ShowLoadingSplashScreen. showing splash for a short time only
0 I'm trying to use UOculusFunctionLibrary::ShowLoadingSplashScreen with unreal 4.14.2 to show a loading screen, I do this like so.... // Clear and add a loading screen to show UOculusFunctionLibrary::AddLoadingSplashScreen( textureToShow, FVector(100.0f, 0.0f, 0.0f), FRotator(0.0f), FVector2D(ImageScale* 1.777f, ImageScale), FRotator::ZeroRotator, true); // Show that loading screen UOculusFunctionLibrary::ShowLoadingSplashScreen(); This appears to show the loading screen for less than a second, the 'loading screen' then disappears leaving just black. Can you point me at documentation, or advise what might be the issue? Many thanks in advance, Ian.1.1KViews1like5CommentsHow to determine if the player is rotating clockwise or counterclockwise?
I'm currently developing in UE4 but it's a general math programming question. Say you have the player with his arms extended in a T pose and then you want to detect if he's rotating (keeping that pose) clockwise or counterclockwise. The player has to be able to look wherever he wants so can't use the camera rotation and he can also be facing any direction. I'm detecting the required proper pose properly, I'm then measuring the delta between hands positions from frame to frame which gets me a direction and a velocity but I can't for the life of me figure out how to tell if it's going clockwise or not. Any tips?Solved828Views0likes1Comment