Unreal Multiplayer issue Joining Session
Hi, I've posted this on the Unreal forums as well so if I get an answer there I will post it here. I've been developing a VR demo in Unreal 4.22 for the Quest for about a month with great success. It is a multiplayer shooter and I've been hosting on the Quest or Vive and have tested with 4 players, everything's great, until... Randomly about a week and a half ago, for some reason the Join Session node is not allowing the client to connect to the listen server anymore. When the client calls Join Session after finding the server, the Join Session node fire off and complete off the success pin as if everything is fine! except nothing happens... I also setup a test in 4.23( of course following the instructions on this site) and am experiencing the same issue or issue where I connect to the listen server but it isn't the same instance of the server as the players cannot see each other inside the level. Has something changed recently regarding networking on the Quest? Is anyone else having multiplayer issue in Unreal recently? I feel like something changed and I just don't know about it.13KViews0likes25CommentsVRC.Quest.Functional.9 - How to map Oculus Home Button
Hi! I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9. The user's forward orientation is not reset when the Oculus Home button is long-pressed. But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button. How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)8.5KViews3likes22CommentsIssues with Using Stereo Layer on Oculus Quest 2: supports depth = true and no alpha channel = false
Hello, I am developing an application for the Oculus Quest 2 using Unreal Engine, and I have encountered a problem when trying to configure the Stereo Layer with supports depth set to true and no alpha channel set to false. Problem: With these settings, the widgets display with a black color instead of transparency. Everything works correctly in the emulation mode on PC, but on the Oculus Quest 2 (Android) device, transparency does not display properly when depth support is enabled. What I Have Tried: * Enabling and disabling various combinations of settings for supports depth and no alpha channel. * Configuring the widget material: * Blend Mode = Translucent * Separate Translucency = true * Updating to the latest version of Unreal Engine and Oculus SDK. * Using masks instead of alpha transparency. * Checking all standard rendering and post-processing settings in the project. Engine: UnrealEngine-oculus-4.27.2-release-1.89.0-v62.0 Question: Is it possible to use supports depth = true and no alpha channel = false for stereo layers on Oculus Quest 2? If so, what additional settings or steps are necessary to properly display transparency? I would appreciate any help or recommendations on how to resolve this issue. Thank you!658Views0likes0CommentsSplitting Single OBB Expansion file, into Multiple OBB Expansion files [Unreal Engine 4]
Since OBB files have a limit of 4GB, we are looking at providing multiple OBB expansion files. On this topic, I was reading the following page https://developer.oculus.com/documentation/unreal/ps-assets/ I see how additional OBB expansion files can be provided as required assets, but how can the initial OBB be split into multiple smaller files? Does this require Engine changes? Just wondering if any other Unreal Engine developers have encountered this issue, and how they have solved it? Thanks12KViews2likes11CommentsDownload Files the Right Way on Android in Unreal Engine
I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to download video files on a Quest 2 app built in Unreal 4.26 Oculus Integration version but it isn't as simple as just creating a java. There are a few plugins I've looked but have so far failed to fully implement including : https://github.com/gameDNAstudio/MobileUtils and https://github.com/Sovahero/PluginMobileNativeCode I'm having an issue implementing the Java DownloadHelper class since I can't seem to include the DownloadHelper package with these plugins. Has anyone out there tackled this issue the "recommended" way per the article linked? What would be even better is if Oculus could create a post for Unreal the way they did for Unity! Any assistance would be much appreciated!3.4KViews0likes4CommentsCloth Simulation in Oculus Quest?
Hello, I tried to build a demo(including very very small size of cloth simulation) and played in oculus quest2(stand alone), but cloth simulation did not work, actually it showed just a mesh without any cloth simulation. However, Played Correctly in Unreal Editor's VR Mode. So I was wondering if I did wrong with the unreal engine setting for oculus quest, Are there some specific unreal settings that I should do for using cloth simulation? How shoud I do for it? Thanks for advices, have a nice day 🙂3.7KViews0likes7CommentsOculus Quest 1 not generating rec.upipelinecache file
Hello, I'm trying to implement ue4's native PSO system into my project. Right now it won't cache and generate the rec.upipelinecache file nor it's associated folder CollectedPSOs. Even when I manually create the CollectedPSOs folder. I've followed UE4's own tutorials for Gathering PSO Data and Enabling PSO Caching. The only deviations have been the Gathering PSO Data's step 5, where I select Android and Android_ASTC instead of Android and Android_ETC1. However nothing I've tried so far has resulted in the rec.upipelinecache file generating in my Quest's folders. Is there something these two tutorials neglected to mention or do I need something else to set-up the PSO caching? Is it even possible on the Oculus Quest? Here are the links to the aforementioned tutorial pages: https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/index.html https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/EnablingBuildingPSOCaching/index.html5.1KViews2likes6CommentsIs it possible to deactivate Oculus sleep mode when removing HMD in Unreal builds?
Hello everyone! My team and me are working on a VR game. My game goes like: -The experience START when HMD detecting a player wearing it. -The experience STOP when HMD detecting nobody wearing it -then ***screensaver Mirrored on screen*** with the VR still activated (Working in Unreal Preview). We are using the proximity sensor of the Oculus to know when changing the level. (So it is impossible to just Tape the sensor to solve the issue). THE PROBLEM: The Oculus Rift in standalone builds, for performance issues or something, will not render camera when not weared, and then will not mirror any images on screen, making the screensaver full black. Is there any option, or modifiable SDK code to prevent Oculus to stop render? Thank you!5.8KViews0likes13CommentsHow do I get the coordinates of the oculus surface panels?
Hello! Is there any possibility to get coordinates of added objects (surface panels) in my game? I want to transfer the location of my room's table or couch to my game. Oculus experimental Room Setup. Is that possible?792Views0likes0Comments