ASW + Multiview - UE 5.2 support?
Hi - recently been reviewing our platform settings / features and noticed whilst testing that draws and prims doubled when toggling ASW ON/OFF. It certainly seemed as though multi view was being switched off when running ASW. Struggling to find much info on this relative to whether ASW has multi view support in UE5 let alone 5.2? Any insights would be much appreciated.26Views0likes0CommentsThe eye tracking is only work when first time open the Unreal Engine
I used the VR Preview to debug my eye-tracking project, yes, it works with the blueprints (when I first time open the project): and I print the state of eye tracking data, it is true: But this time I end the VR Preview, and I preview the project next time, the state of the eye-tracking is False. And of course I can't receive any gaze data. And I reopen the project, it will repeat the previous steps. It means each time I want to debug with eye tracking system, I should restart my Unreal Engine. Why it only works when the first preview after my project opened? the Unreal Engine is 5.1.1, the Integration is v54. I'm using Quest Link( Using cable to streaming ). I copied my project to another computer it has the same problem.2KViews0likes6CommentsUnreal Engine 5.0.3 Platform SDK
Hey, is there any place to access older versions of the Platform SDK for Unreal Engine 5? We just released our VR title, Kid Pilot, to Steam and were beginning the setup to release it to the Meta Store. However, we're working with Unreal Engine 5.0.3, we do have the Meta XR plugin for this engine version, but not the Platform SDK, and on the downloads page, the oldest version is 56.0, for UE 5.2.1 Any help towards finding where the older versions of the SDK can be found would be greatly appreciated.691Views0likes0CommentsPassthrough not displaying meshes
Hey, so I've been banging my head against the wall for the past couple hours trying to get passthrough to work properly, I can get the camera to show up using this example https://github.com/Ayushanbhore/Unreal-Quest3-PassthroughSample but when using the OculusXRPassthroughLayer with LayerPlacement set to Underlay, Meshes and objects just wont show up... Does anyone have a solution for this, or is it working for you? Would really like to get started developing Mixed Reality Games.1.3KViews0likes3CommentsBest Practices for Quest 3 - no documentation and no update
HI! I have decided to develop for Meta Quest 3. But I notice that Meta documentation is often old and has never been updated. It refers to the Oculus Plugin and has the Quest 2 as its most modern reference device. This is a problem when we, as developers, try to set up a job seriously and want to respect all the Meta directives, because it is not clear if they will end up creating a greater cofusion, referring to procedures sometimes 2 years old. With the introduction of openxr, Unreal Engine 5.3.2, the new Meta headsets, a new plugin no longer called Oculus Plugin but Meta XR, it is no longer clear what should be done, especially before developing an app for Quest 3 Some examples: 1) is it necessary to set a target device indicating Meta Quest 3 in advance APK Packaging? 2) Is the Get Device Type node useful for Quest 3 or can it be ignored? 3) the configuration recommended by Meta for Oculus Plugin Settings is no longer referable to the MetaXR plugin. What are the best settings for this latest plugin, with reference to the various standalone HMDs? 4) the Meta documentation often refers to Unreal Engine 4, while we are now at version 5.3.2. There is a huge difference between the two versions. Is what is written with reference to Unreal Engine 4 considered obsolete? And if so, why is it still part of the documentation available to developers on the Meta website? I ask where I can find updated and reliable information and guides, because the lack of support is one of the first and biggest obstacles to creating apps and software for Meta products. Thank you1.2KViews2likes0CommentsError on Live Link | Face, Body, Eye Tracking
Hello, hope all is well. I am trying to get Live Link working on the Meta Quest Pro in Unreal 5.2, and have tried in 5.1 as well. I keep running into these errors in the Live Link window after connecting Meta MovementSDK Live Link. Live Link Errors: Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Eye'. Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Body'. Trying to add frame data that is not formatted properly to role 'LiveLinkBasicRole' with subject 'Face'. (My Quest Pro is connected correctly and I can run the Movement Sample without any issues using the official release 5.2/5.1 and MetaXR Plugin and have also built the GitHub version of UE5.2)2.7KViews0likes3CommentsAbout quest pro, how to use face capture data in the real engine 5
Quest pro has the functions of eye expression capture and facial expression capture. But I didn't find out how to get this data in the unreal engine in the document How can I get this data and the corresponding expression for development in the unreal engine? I may need some help4.2KViews0likes3CommentsWidget Input Bug - UE5.1 with Meta XR Plugin v1.81.0
As mentioned in the subject, I'm using UE5.1 with the Meta XR plugin released Feb 7, 2023 (In Unreal, the plugin's version is shown as v1.81.0, but on the download page it is called v49?). In Unreal's VR Template project, the left controller menu button brings up a Widget with a few buttons on it. With just the default OpenXR plugin enabled, this Widget menu works as expected. After enabling the Meta XR plugin, this menu will open, but as soon as it is "clicked" via either controller trigger, all subsequent input is lost as if all input mappings have been removed. In other words, after you click one of the menu buttons, the menu cursor freezes and you can no longer interact with the menu or even close it. This behavior happens in both VR Preview and with an installed stand-alone APK. Disabling the Meta XR plugin causes the menu to behave as expected again.Solved4.3KViews1like3CommentsQuest 2 - Unreal Engine 5 Game Instance and Save Game Data nor working
Hey everyone! Currently Im working on a VR game for both Standalone and PCVR with Unreal Engine 5, as the subject states, we're currently having issues with the Save Game Data and Game Instance specifically for standalone on the Quest 2. It all works perfectly on PCVR. We have already configured android permissions to read and write external storage, and distribution signing key. But now when trying to Add the Build through Meta Quest Developer Hub it fails. Has anyone encountered any issues like this or should the Save Game and Game Instance be handled in a specific way for Quest 2?1.7KViews0likes0CommentsHow to access the DefaultGame.ini on quest 2 (through PC)
Hi, I'm trying to access some developer settings I have created in c++ which handles some variables that Id like to be able to change overwriting/saving a new defaultgame.ini file. However, I cant seem to find where it exists. Note: Im using Unreal Engine 5.0.3 The file path I go to after connecting my quest to my pc and allowing debugging, play the project then quit it is: This PC\Quest 2\Internal shared storage\Android\data\mycompany.myProject\files\UnrealGame\myProject\myProject\Saved\Config\Android All I can see is GameUserSettings.ini in that folder. I have also looked in all of the other files and cant find the file itself or where I should put it. Ive tried to add in my defaultGame.ini in the similar places where windows contains it, typically saved/config/windows, but nothing changes. (I have literally just a fstring setup in my dev settings which is output on beginplay to show me what the current setting is set to, I want to be able to change this string on the headset by a button click or something later in time). Any ideas if this is possible or where I might need to place the folder or where the settings are held on the headset? I'm assuming they are perhaps encapsulated if I cant find them in the files anywhere, or perhaps I'm missing a setting or maybe I havent structured the file in the right way? The image below is what I have tried to add. (These are different from whats in the engine settings before building as I want to get the string to change to see if it works, as ive said, works fine in windows just not in android as I cant find where its supposed to go) Thanks in advance! If I find a solution I shall comment it here 🙂Solved2.7KViews0likes1Comment