UE5.3: Roomscale and stationary boundaries break my Player Start! Why?
Hello, I'm having some strange problems. While I try out my test level with the Meta Quest at my workplace and in the Unreal Engine, everything works fine. Now I have created an APK file and installed it on the quest and have the following problem (see also the picture): 1. in the editor "PlayerStart" is at the position and rotation as shown in the picture (see number 1 in the picture). This also works when I test it in the engine and with Meta Quest. 2. However, if I start the level natively on the quest (at a different place in my room), then I start somewhere else in the level and not at the set "PlayerStart" (see number 2 in the picture). And my triggers etc. no longer work. If I reset the position ingame (via menu button), then the player jumps back to the spawnpoint set in the editor (see number 3 in the picture), but the triggers etc. do not work either. If I start the "game" on my workplace, then the spawn position is correct and everything else also works. The spawn point should always be the same, no matter where I start the game from. I don't know why this won't work. New Update: I have found that when I have a stationary boundary (3x3 feet), it works as it should. But as soon as I set Roomscale (or when I am standing), I have the behavior as described above. I'm trying to create a game like "Moss", for example. I have a stationary VR character (first person) where I can interact with my hands and at the same time I control a 3rd person character. And with triggers etc. I then "teleport" the VR character to a different position. This works, but not as soon as I stand or activate Roomscale. And if I'm not in the center of the stationary boundary, then the rotation and position where I "teleport" the VR character is no longer correct. Does anyone have any idea?2.4KViews2likes4CommentsHand tracking, Unreal Engine 5.3 packaging not working.
Hola! I packed my games with hand tracking with no problem in UE 5.1 But now I have Quest3 and UE 5.3 I can pack with no problem my games. BUT when I include the OculusHands in my VRpawn, the packaging simply doesn't load anymore in my Quest3 Any expererience packaging with UE 5.3 and hand tracking for Quest3? Thanks in advance847Views0likes2CommentsFull Body Tracking poor performance in UE5 and Air Link
Hello everyone, I would like to use the Full Body Tracking feature with the Meta Quest 3 in my Unreal Engine 5.3 project. My Meta Quest 3 is connected via Air Link, and in the final game, the game should also run in this manner (the executable file should not be on the headset). I've noticed that as soon as I activate the Full Body Tracking of the Meta Quest (e.g., directly through the function OculusXRMovementFunctionLibrary::StartBodyTrackingByJointSet or simply OculusXRMovementFunctionLibrary::StartBodyTracking, or if the tracking is activated in any other way, e.g., via Live Links "ApplyToClient"), the framerate drops directly to 20-30 FPS, even without anything else happening in my sample project (no mannequin performing movements or anything). I've observed this performance drop even in the sample project here: https://github.com/oculus-samples/Unreal-Movement Through Unreal Insights, it's apparent that the RenderThread suffers greatly under the activation of the Body Tracking Start, consuming an average of 9ms or more (which should ideally only take 1-2ms in the sample project). Now, I'm wondering if anyone else has this issue, too or is this a known issue or if the executable file must reside on the headset for Full Body Tracking to work efficiently? I highly appreciate any responses.1.1KViews1like0CommentsIssues running the Unreal Engine 5.3 Spatial Anchors sample on Meta Quest 3 - AndroidFileClient
I am trying to build the Spatial Anchors sample project on Unreal Engine 5.3 (Oculus-VR Source) but receiving an error message related to the AndroidFileClient. The Passthrough and Scene samples have built to my Meta Quest 3 without failure so I'm assuming it has something to do with the Spatial Anchors project needing to save anchors to the headset file system. I am very new to Unreal so I apologize if this is a stupid question and I'm missing something obvious. I've been through the Meta documentation on this sample and have searched the web and can't find anything related or anyone else that has encountered this issue. I did not try this sample project on any previous versions of Unreal so I'm unsure if this is an issue with the new Oculus-VR build of UE5.3. Any help would be greatly appreciated! This is the relevant section of the output log when trying to build: Running: C:\Users\Aleistor\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 2G0YC1ZF850S41 install -r "C:\Unreal Engine 5\UnrealEngine\Samples\Oculus\SpatialAnchorsSample 5.3\Binaries/Android\SpatialAnchorsSample-arm64.apk" LogPlayLevel: UAT: Performing Streamed Install LogPlayLevel: UAT: Success LogPlayLevel: UAT: Took 5.02s to run adb.exe, ExitCode=0 LogPlayLevel: UAT: Attempting to connect to file server [USB] LogPlayLevel: UAT: Not connected, attempting to start file server LogPlayLevel: UAT: Connected to RemoteFileManager LogPlayLevel: UAT: Creating UECommandLine.txt LogPlayLevel: UAT: Deploying files using AFS LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 2018 LogPlayLevel: UAT: SocketException: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.CloseConnection() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1777 LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 19922.1KViews0likes2CommentsUnreal 5.3.2 OculusXRInput crash caused by haptics
Hey, I've been having an issue with using haptics. I upgraded from unreal 5.1 to 5.3.2 and updated the MetaXR integration package to V60.0. After the upgrade, using "Set Haptics By Value" or "Play Curve Haptic Effect" both cause a crash in Editor and in the Meta Quest 2&3. When removing these from my BP, the crash does not occur. Did something change to the haptic functionality? Am i missing something? Sincerely, RaymondSolved1.4KViews0likes1CommentStill Don't See Hands in any versions of Unreal, What Am I missing? 5.3 using updated metaxr plugin.
1. set up developer account and turn on all the developer stuff 2. download and add metaxr to engine 5.3 3. Create a VR Template 4. make sure metaxr plugin is on ( if openxr is on or off, it doesn't make a difference I think ) 5. in settings, meta xr, make sure Hand Tracking Support is set to Crontrollers and Hands or just Hands 6. create a new BP_VRPawn 7. add a camera, motioncontrollers and oculusXRHands while making sure both skelton and mesh type are set to hand left or hand right accordingly 8. change game mode default pawn class to BP_VRPawn after doing all this, i get the same result as I do using quest link desktop - no hands but I see the palm buttons and everything tracks accordingly. Where are my hand meshes? this is the error i get LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:7513 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:315)2KViews0likes1Comment360 video is jerky on Quest 3
I implemented a 360 video with media player. I would have high resolution so the video has 5760 x 5760 pixels (stereo over/under) with 30 frames and 50 Mbit. Through the wohle video its jerky, it does not play smooth. If I open the same file with the native video player everything is fine, but not in my self implemented player. A collegue says it could have to do with vulkan but since quest 3 does not support openGL vulkan is the only possibility. Has anyone had the same experience and been able to solve the problem? Or does anyone have a tip what I can do to make the video run smoothly?789Views0likes0Comments