null pointer dereference FAudioDeviceManager::GetActiveAudioDevice() on downloaded Development build
We're doing development builds to do profiling, (an Unreal 4.26 project) and it would be much easier if we could just download them from the store rather than copying them over the network. The same build that we're uploading runs fine if installed from the local version. But when downloaded from the store, it crashes: a null pointer dereference in FAudioDeviceManager::GetActiveAudioDevice() called from FOculusMRModule::OnInitialWorldCreated Anyone know what would cause this? Could it have anything to do with the apk name? I ask because usually we upload our development builds with the apk name format like this: GameName-Android-Development-arm64.apk Those uploaded builds will run when downloaded from the store, although we cannot do profiling on them for some reason. Today I changed the apk name to be GameName-arm64.apk which is the name it creates by default. With that name, the local version installs and runs, but when uploaded and then downloaded from the store, it crashes. Any idea what is going on? Thanks! Bob974Views0likes0CommentsUE4 Can't get the guardian within the editor.
Hi, I'm doing "VR Development with Oculus and Unreal Engine" course on unreal learning. The lesson "Oculus Guardian" I can't seam to get "Is Guardian Configured" to run true on Q2 with link. Is it rift only? oculus subsystem is enabled and so is the guardian within the headset, running 4.26.5.2KViews2likes14CommentsSingle camera position in UE4.26 material
As the title says, how can I get a single camera position within a material? The CameraPosition node returns the position of the left or right eye, and I can't find any custom HLSL that allows the calculation of the center point between the two eyes. Apparently this custom HLSL worked in 4.19 but not any more; (GetInstancedView().WorldCameraOrigin + GetPrimaryView().WorldCameraOrigin) * 0.5f GetInstancedView(0).WorldCameraOrigin or GetInstancedView(1).WorldCameraOrigin returns the same result.818Views0likes0CommentsUsing post process materials in ue4 with Quest
I'm trying to use a post process material in UE4 but in order to use it I have to turn on Mobile HDR in the project settings. As soon as I do the scene is getting this weird far clipping issue with objects dropping out, the sky being black, etc. Not sure if anyone has come across this before but I need those post process materials to make the effect required, so I need to know either a way to enable post process materials without Mobile HDR being enabled or to clear the issue when it is. I'm using UE4 version 4.273.5KViews0likes2CommentsUE4 Dynamic Spotlight shining through walls
I'm currently prototyping in UE4 (4.25 Oculus branch) for Quest 2. Navigating in the dark with a flashlight is a major part of the game concept but we've already hit a snag early in our prototyping phase. Dynamic spotlight works fine when previewed from the editor on PC, but as soon as the project is built and deployed on a Quest 2 the spotlight shines through walls. Is there some setting that I'm missing or is this simply a limitation by Unreal Engine on mobile hardware? I'm not expecting to get full dynamic shadowing on objects, but just not have our spotlights shine through solid thick walls. Here is a video of the issue at hand: https://www.youtube.com/watch?v=vHEmML87Mnw&ab_channel=Designbykivi In the video above, there are a mixture of static meshes and UE4 brushes, both that are set as static object and baked down. Regardless, the dynamic spotlight shines through them without blocking any light.1.5KViews0likes0CommentsUnity3D vs Unreal Engine?
Hi, I've installed both of Unity3D and UE4. And successfully deployed the first test app to my Oculus Quest. (It took a few days) I know it's not an easy question. But I'm really confused about which one I should continue with. Could you give me some tips? Some good reasons that I should choose one over another one. One thing I discovered is that, with Unity, you can test Headset without deploying it again but just use it in the live play, whereas UE4 doesn't have such a thing. Is that very useful?5.2KViews0likes7CommentsQUEST : when lauching get error : Private/StaticMeshRender.cpp] [Line: 797] Ideas?
Hello VR mates, Thanks to the community and the tutorials, I finished a first VR project but when launching with editor on the Oculus Quest it I got this error report : [File D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/StaticMeshRender.cpp] [Line: 797] I found very few post on internet about this. Some say it comes it come from the NavMesh and others suggest to create a new project and then re-import all the Uassets back into the new project Of course, I will try this and find a solution that I will post here, but I was wondering if any of you encountered this error and found a solution or have an idea to share. That would be nice :-)763Views0likes2CommentsHow to access the Music folder on the Quest using UE4.
Hello, I've been trying to access the Music folder on the Quest so that we can load in custom music of the player's choice into our app and play it for them but I can't figure out how to properly get access to that folder. UE4 does have a lot of functions that provides different paths and directories, but when I've tried to use them they never give me the final folder output that I am looking for. Has anyone had any success in accessing the different media folders on the Quest and could offer some advice on where to start with figuring it out? Thanks, Adam R.797Views0likes0Comments