[UE4]no voice input on Quest1/2 voip
I get no input from mic when i start voip. i used the sample sdk to implement voip into my project. i enabled "Add permission to support Voice chat" in project settings, have voice enabled in DefaultEngine.ini(both [voice] and [OnlineSubsystem]). On the developer page all boxes for All platform features are approved in Data Use Checkup. This is the code I used to start voip after creating and joining session. for (auto RegisteredPlayer : RegisteredPlayers) { if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("33333")); // don't register the local player, only the remote if (RegisteredPlayer.Get() != *UserId.Get()) { OculusVoiceInterface->RegisterRemoteTalker(RegisteredPlayer.Get()); OculusVoiceInterface->StartNetworkedVoice(0); UE_LOG_ONLINE(Display, TEXT("Registered a Talker: %s"), *RegisteredPlayer.Get().ToString()); } } My log prints "registered a talker" with correct id.3.5KViews0likes6CommentsRoom scale matching IRL location - How to manage Quest2 orientation?
Hi all, I'm creating an app for the Meta Quest2, where a user can walk in and out a room ( L shaped with an open door, nothing fancy ), which has been built based on a real life location, so the virtual environment ( built in Maya using technical drawings of the place ) match the IRL environment. Now I'm having the following issue and I would like some advices: While doing the room scale, I tracked both the inside of the room and a little bit outside the room ( in front of the door ) and set the pawn start location outside the room, at a specific distance from the door, so IRL I also have the same distance as the starting point of the pawn....as soon as the app starts, the pawn has a predefined orientation ( always looks towards the door ), while if I start the app and I'm not looking towards the door IRL, I have a misalignement between the virtual and IRL locations. To temporarily solve this issue I created a 3d printed stand for the Quest2, so that it sit thight there, and I placed the stand in front of the door at a specific distance ( the stand is also placed on top of a pedestal to be able to have the Quest2 at eye level ), so that it matches the distance between IRL and virtual start location. In order to sort out the orientation, I used one of the buttons on the controller to turn on the visibility of the room scale tracking area ( show/hide Guardian Visibility ), so that while the Quest2 is still on the stand, I can look inside the Quest2 and physically rotate the stand to match the orientation between the Guardian tracking area and the virtual environment, using the Guardian tracking area as a guide. When the two environment seems to be aligned, I get the Quest2 from the stand and test it by walking inside the room, and with still the Guardian visibility turned on, I check if the two envirnoments aligned properly. It works, but is not very user friendly, and if the stand is not locked in place after the orientation alignment, the entire calibration is messed up. So is there a proper/different way to align/orient the Quest2 so that the IRL environment match with a virtual environment which has the same geometry? Thanks in advance.8.1KViews0likes12CommentsHow to update the OVR Plugin to latest version?
I am wondering if the trouble I posted about earlier might be fixed by an update to the latest OVR plugin. This link says the plugin was update to version 1.75.0. I am not sure if that's what we have. Was it just incorporated into the UE4 Engine source repository? How do I update just the plugin?1.4KViews0likes0CommentsUnreal Run on Device of oculus quest 2, I only can see the black screen with three dots.
From Beginning of projects, the run on oculus quest tool bar button worked fine; I can enjoy developing my game. determining packaging projects, I only can see the three dots on the black screen. My project settings is following as: Target hardware : Mobile/Tablet, Scaleable 2d or 3d Packaging use pack: tick material shader code share: tick Shared material native library: tick prerequsite installer include : tick Engine Rendering Mobile shre vertext fog inactivate : tick CSM cascade number : 2 Mobile MSAA : No MSAA Movable Light CSM Shader Currling Support: tick Textuture streaming : tick Reflection Capture Resolution: 64 smooth suruface mixxing light map reduce: tick Forward Shaing: tick Mesh distance filed create: tick 8bit mesh distance field: tick Mesh distance filed compress: tick DBufffer Decal: tick VR Instance Stereo: Tick Mobile HDR : Tick Platform Android SDK version: 21-29 arm 7, arm64: tick OpenGL ES.3.1 : tick occulus Mobile Device Package: Oculus Quest 2Solved8.1KViews0likes4CommentsOpenGL ES3.1 and Vulkan
In the last release from Meta (v42) i cant open apps that used the OPENGL ES3.1 option. If I disable it and enable Vulkan it works. But i need OpenGLES. Anyone having this issue? the app with opengl simply dont open, it stays on the splashscreen and then just goes back to the menu. I know its this setting because I tried only changing this option.3.8KViews1like2Comments