Unreal - Use Take Recorder with Live Link for Hand Tracking as Motion Capture?
Hi everyone, I'm trying to record an animation in Unreal using the Hand Tracking of the Quest 3 and 2 as a motion capture and once recorded I need to export the animation for future use. When I record with the Take Recorder, the only things that move are the rotation and location of the Motion Controller Components. I searched for a Live Link connection but found only the tracking for body and face with Quest 2. Is there a function for recording the Skeletal Mesh movements of the hand with the Take Recorder? (I found this Post similar to my question but didn't know how to record the bone transforms.) Is there a Live Link connection for the Hand Tracking? I'm using the Meta XR plug-in and already set it for Hand Tracking only.1.5KViews0likes2CommentsWhere did the Unreal Engine fork go?
I've been trying to get up and running with Gear VR development on the Unreal Engine, but when I follow the docs, they lead me to a missing GitHub repo - https://github.com/oculus-vr/unrealengine I am a member of the Epic Games organization, and I can see Epic's Unreal repositories no problem. I can even see Google's VR fork. But not Oculus's. What happened to it?3KViews0likes8CommentsMeta Quest/Oculus Unreal from source .NET hostfxr.dll problem Windows 10 Pro
Hello everyone. I can't seem to get past this .Net problem when running setup.bat from the Meta/Oculus fork (github)(most recent 5.3): Failed to load the dll from [E:\MetaQuestDEV\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\hostfxr.dll], HRESULT: 0x80070005 The library hostfxr.dll was found, but loading it from E:\MetaQuestDEV\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\hostfxr.dll failed - Installing .NET prerequisites might help resolve this problem. https://go.microsoft.com/fwlink/?linkid=798306 I've reinstalled all the .Net 8 dependencies, have 4.8 framework. The hostfxr.dll file IS in the directory it fails to load it from. Just have no clue at this point. Just beginning meta programming so any feedback would be greatly appreciated. Thanks in advance.2.1KViews1like5CommentsCan I turn off a white hourglass logo during loading a level?
We are making a VR animation using unreal and Oculus Rift. We are wondering whether it is able to turn off a white hourglass on the right side when loading a new level. The black screen is ok. We just want to remove a white hourglass. (Also, is OVR available in Unreal?) The levels belong one level and we are using visibility track in a master sequencer like:950Views0likes2CommentsGPS for another level experience
It would be great if the next meta quest had gps, this would give an infinite range of development possibilities. You could use the google maps api to make videogames where the map is the real world. Imagine pokemon go VR where you see your real environment full of pokemons, is an example.Solved1.4KViews0likes2CommentsMetahuman crashes Unreal Engine in VR Preview for Quest 3
Hello, Maybe someone had this problem with metahuman and have found a solution? 1. I have a scene that is working on Quest3 build and also in VR Preview mode. 2. I've downloaded and added metahuman I've created. 3. I've enabled all the necessary plugins and compiled shaders. 4. I've dragged downloaded metahuman blueprint into the scene. 5. I'm running VR Preview and then Unreal Engine crashes* *When i package game for Quest3 and run from device it works. EDIT: I'm using UE 5.3.2 and MetaXR v60 Last log entries [2023.12.29-10.11.28:819][277]LogOnline: OSS: Created online subsystem instance for: :Context_2 [2023.12.29-10.11.28:859][277]LogSlate: New Slate User Created. Platform User Id 8, User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:862][277]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:889][277]vr.PixelDensity = "1" [2023.12.29-10.11.28:894][277]PIE: Server logged in [2023.12.29-10.11.28:896][277]PIE: Play in editor total start time 0,422 seconds. [2023.12.29-10.11.28:899][277]LogWindows: WindowsPlatformFeatures enabled [2023.12.29-10.11.28:948][277]LogRenderer: Warning: Resizing VR buffer to 4128 by 2240 [2023.12.29-10.11.28:960][277]LogHMD: Allocating Oculus 4128 x 2240 depth rendertarget swapchain [2023.12.29-10.11.29:011][277]LogWindows: Error: appError called: Assertion failed: !EnumHasAnyFlags(TextureDesc.Flags, ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ResolveTargetable) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp] [Line: 529] [2023.12.29-10.11.29:011][277]LogWindows: Windows GetLastError: The operation completed successfully. (0) callstack from crash: UnrealEditor_D3D12RHI UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I'll try to install debugging symbols for engine and test again4.8KViews0likes4CommentsPassthrough over link not working in 5.1.1
Hey all, I've spent the last few days trying to get passthrough over link to work either via VR preview or a normal build to windows, and neither will function properly or at all. I can build the same project to native quest and it works fine, but any type of using passthrough over link is not working*. I've also reached out to multiple people I've found that have mentioned trying passthrough over link on twitter/reddit/multiple discords (unreal slackers included) and not a single person has come back saying they got it to work normally. I have gone through every bit of documentation I can find, checked these forums as well as epics, and no one has an answer. So I'm reaching out hoping SOMEONE can shed some light on these questions: 1. Does passthrough over link function at all currently? If this does not currently work, is there any sort of eta on when it will? 2. Which version/s of unreal should this be functional on? 3. Does it matter if we use airlink vs. wired link? 4. Is there current documentation to can be referenced to set this up? - (https://developer.oculus.com/documentation/unreal/unreal-passthrough-over-link/ <- these do NOT lead to working passthrough as its the same docs everyone else who has failed to get it to work has referenced as well) Related settings: Test scene with the same example with both hole textures to be safe: Quest 2 Native Build: Windows build: VR Preview results in the same as the windows build above (just all black where passthrough should be). I have tried these same settings with Vulkan, DX11, DX12, rebuilt the projects from scratch, tried using steamvr and virtual desktop, tried airlink vs wired link. I have also tried changing the passthrough component stereo layer shapes to every option and tried underlay vs overlay. A couple times I have changed the shape from something to Reconstructed Passthrough Layer and preview again, and passthrough will come up, laggy and covering the full screen, but I can not make this happen programmatically (toggling visibility of said components as per the best practices page says to do). Basically the only way I can get any sort of passthrough while using link is if it shows up upon launch and cannot be toggled on or off at all. Any info/tip/suggestions would be greatly appreciated, and if its something I have missed I apologize. Thanks in advance!5.7KViews2likes8CommentsToo Much Shooting! How about REAL LIFE?
Too many of these games require me to shoot things, even racing! For crying outloud, why cant I JUST RACE? Nascar drivers don't go around making laps shooting at other drivers or coins. And when it comes to a lot of the shooting games, WHY 2 HANDS FOR EVERYTHING? That's not realistic. When I fire handguns in real life, it's only 1 gun; not a handgun in each hand or a handgun in 1 hand and a shotgun in the other. For me, it takes the REALISM out of it. It's like you think every gunfight should be fought to dubstep. Cant you just keep some games simple and realistic to actual life???1KViews1like1Comment