Is there a way to turn on anti aliasing MSAA for GearVR in Unreal Engine 4.14?
I'm working with Unreal 4.14 which supposedly even has a new forward rendering path for VR, though not sure if it is meant just for desktop vr or for mobile too. I'm attempting to get antialiasing working on a Galaxy S6 with GearVR, but I've spent the past 2 days trying out all sorts of things and nothing makes a difference. Basically, I start with a blank project set to mobile + scalable graphics quality. Then I've tried the following. Always packing to Android ETC2: . default project settings (theoretically deferred path by default). . With the new forward rendering option. . Setting any combinations of the following console variables: . r.MSAACount . r.MSAACompositingSampleCount . r.DefaultFeature.Antialiasing . r.MobileOnChipMSAA . r.MobileMSAA . r.MobileContentScaleFactor . gearvr.EnableMSAA Nothing seems to enable anti aliasing. I also posted this on SO, gamedev SE, Unreal AnwerHub and the Unreal forums. and no one has replied anything other than "MSAA should be on by default for GearVR." Has anyone experienced this? Does anyone have any thoughts?Solved26KViews0likes29CommentsUnreal 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.14KViews0likes25CommentsSplitting 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? Thanks12KViews2likes11CommentsVRC.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)8.8KViews3likes22CommentsRoom 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.8.2KViews0likes12CommentsUnreal 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 2Solved8.1KViews0likes4Comments[Go] Movie file fails to load in Oculus Go
I'm setting up a media player in UE4.19.2, largely following the method described here: https://docs.unrealengine.com/en-us/Engine/MediaFramework/HowTo/FileMediaSource File plays fine in preview on PC, but fails to load in the Oculus Go with this error: LogPlayLevel: 06-05 15:47:19.591 12891 12909 D UE4 : LogMediaUtils: Error: Cannot play file://../../../MyProject/Content/Movies/mymovie.mov, because none of the enabled media player plug-ins support it: I imagine this indicates that the file is encoded in an unsupported codec - what's the recommended file format for a movie to be played by UE4 Media Framework on the Go? Thanks! _Kevin6.4KViews0likes4Comments