Oculus Developer Hub Feature Request: MacOS Oculus VR Plugin Support for Unreal Engine
Hello all, As I have been developing for the Oculus Quest on MacOS with Unreal Engine, I have been unable to access the Oculus VR Plugin settings in Unreal Engine because accessing these settings requires having installed the Oculus Desktop App which only supports Windows. These settings are crucial to access for Oculus Quest development and packaging. Recently the Oculus Developer Hub was announced, which runs on both MacOS and Windows. I would like to request that the Oculus code which allows for the use of the Oculus VR Plugin in Unreal Engine be integrated into the Oculus Developer Hub, so MacOS users can access the Oculus VR Plugin settings in Unreal Engine without needing to use Windows. I understand that MacOS is not a supported platform for Oculus Link at the moment, so it does not make sense to port the whole Oculus Desktop App over to MacOS as this application contains all the needed support for PC VR titles. But, is there any way that the code within the app which allows for Oculus VR Plugin settings be ported to the Oculus Developer Hub app to allow for full cross-platform Unreal development with Oculus Quest? Thank you! This feature would greatly speed up my development workflow as I am currently jumping back and forth between MacOS and a virtual Windows machine. To see my previous posts about this issue on both this forum and the Unreal Engine forum, search for the following text (annoyingly, my account does not have permission to post links to this forum): "Oculus VR Plugin Missing in Project Settings Menu - Intended Quest Development"2.3KViews4likes3CommentsVRC.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)8.8KViews3likes22CommentsPlease update the Unreal Oculus Platform SDK Sample Project
The Oculus Platform SDK Sampel Project for Unreal Engine (which you can download here https://developer.oculus.com/downloads/package/oculus-platform-sdk/) is not working. Direct Connection: I can connect via OculusID.oculus with a listen server, but pawn movement of the client is not displayed on the server. Probably some authority problem. No clue where authorities are managed here. Connection via Oculus: Creating a Session works and the client friend can click on the server-friend's created session to join. When clicking Start Session nothing happens. Sometimes one or both players are getting kicked out, the status messages show different things for both connected players, it is not possible to invite a friend to the session and destroying sessions does not work. VoIP does work sometimes. And please work with Unreal to create the missing SDK Blueprints: A lot of SDK features are currently only for C++, please add these as blueprints. Also, Avatar SDK in combination with multiplayer... Also a in depth guide on how to do all the Oculus SDK things and a tutorial for a fully working sample game with every SDK feature in it would be amazing. Maybe Unreal could provide a template to download. I love you guys at Oculus and Unreal, but please help the UE4 VR devs a bit more in creating amazing multiplayer experiences:)3.4KViews3likes13CommentsOculus 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.html5.2KViews2likes6CommentsBroadcastNetworkFailure : Your connection to the host has been lost.
I'm getting this error often when I leave a multiplayer match and try to rejoin. It doesn't happen every time. When I leave the match, DestroySession says it succeeded every time. And then it has no problem finding the match - but when I try to connect, I get this error. Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = PendingNetDriver OculusNetDriver_2147481580 [2020.05.04-21.53.40:239][381]LogNet: Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost. Does anyone know what causes this?3.2KViews2likes1CommentUE4 + Quest : FPS drop when running a release version of the app for the second time
The first time a shipping version of the app is launched, everything runs fine and we're hitting 72fps on the Oculus Quest. However, immediately after a restart of the app, there's always a consistent drop in framerate (~10fps lost) This seems to happen only when we create a release version for distribution, and not when we build a regular shipping build. Has anyone else noticed this happening ? FYI we're running the Oculus branch of Unreal Engine 4.22.1 Quest build settings for Arm64+ES3.11.3KViews2likes2CommentsUnreal bugs/errors with Rift/Go/Quest and their status
I've made a list of current bugs/errors encountered in Unreal when developing for Rift / Quest / Go. Some can be somewhat fixed / avoided, some are still very present. I encourage people to add to the list or bring their solution. Would be great also to have input from @NinjaGaijin and @Ross_Beef on their possible ETA or resolution. ;) This is up-to-date with latest Unreal (4.22.2) Oculus integration found on github, dating back from June 7. There it is: 1. Retrieve Oculus ID and Verify Entitlement fail on Go/Quest a. STATUS: can be fixed by changing a line in OculusIdentityCallbackProxy.cpp. See at the end of list for complete solution. b. Reference: https://developer.oculus.com/bugs/bug/2343978258981741/ 2. Entitlement fail on Quest if no access to Quest API a.STATUS: can be fixed by commenting out a line in OculusMobile_APL.xml. See at the end of list for complete solution. 3. PlayDynamicForceFeedback has errors when nativizing assets a. STATUS: can be fixed by changing \Engine\Source\Runtime\Engine\Classes\GameFramework\PlayerController.h line 1053 private to public, because 'PlayDynamicForceFeedback' is a private member of 'APlayerController', for reasons unknown b. Reference: https://answers.unrealengine.com/questions/831405/playdynamicforcefeedback-node-in-420-fails-to-cook.html ; 4. Oculus Go/Quest : No VOIP / or no LipSync with Oculus Avatars a. STATUS: NOT FIXED b. Reference: https://developer.oculus.com/bugs/bug/471102320355137/ ; c. Background infos: Android only allows access to the microphone from a single process. This wasn't an issue when networking avatars previously, as the mic input wasn't being used. But with the expressive update, we specifically need to run the mic through the OVRLipsync plugin to generate blend-shapes and drive the mouth shapes. Trying to hook up the mic to both VoIP and Lipsync therefore causes an inevitable race condition. The loser gets a bunch of zeros. So either there's no networked audio, or no blend-shapes. 5. Multiplayer Oculus Avatar is broken with official Oculus Avatar Plugin a. STATUS: NOT FIXED b. Use our in-house patched plugin/template, or use Photon Engine 6. Oculus Rift / S: Enabling Splash in Project Settings / Oculus Settings crash when loading next level a. STATUS: NOT FIXED b. Use blueprints to Set and Show Splash Screen 7. Stereo Layers are transluscent in ES3.1 (Oculus Go/Quest) / Vulkan (Oculus Quest) a. STATUS: NOT FIXED 8. Performance issues when a Render target is added to Spectator screen (VR) in a packaged game a. STATUS: FIXED IN 4.23 b. Reference: https://issues.unrealengine.com/issue/UE-70352 ; c. IN 4.22, don't use Spectator Screens, or use them only in editor: 9. Cannot access Oculus Quest platform features a. STATUS: You have to be greenlighted by Oculus before doing so or Oculus Business users will have access to Business Suite Q3-4 2019 10. When a stereo layer is present rendering a widget it cannot be destroyed. a. STATUS: NOT FIXED b. Reference: https://answers.unrealengine.com/questions/829084/stereo-layer-isnt-destroyed-on-end-play.html ; c. Avoid using stereo layers if you need to destroy them 11. Quest: Oculus Avatars and Oculus Audio use 32-bits Android libraries (armeabi-v7a); no arm64 librairies available a. STATUS: NOT FIXED b. Use 32-bits librairies on Quest if using Oculus Audio and/or Avatars3.5KViews2likes11CommentsAR with oculus quest 2
Hello I'm trying to make a simple AR app with the oculus quest 2, something similar to the Passthrough of the home, but I don't know how to capture the cameras to show reality on the scene. Example: The Unreal Engine AR examples don't work, and I can't find any documentation about this. Can someone help me indicating me if it is not possible to do this or what I have to do to be able to do this project? Thanks in advance935Views1like0Comments