The 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.2KViews0likes6CommentsSampled Pixels from Render Target Being Clamped in Package Build
Hello, using Unreal Engine to make a VR project and in the VR Preview everything is working as expected, but my RTF RGBA16f render target which I am using to encode local position data in the pixels (which can be negative or greater than 1.0) are being clamped when sampled on the package build to 0-1; but not in the VR Preview or PIE modes. It seems like there's some subtle difference between Directx12 and Vulkan regarding the texture formats? What can be done to resolve the issue? It's pretty important and would be a massive inconvenience to refactor things to be normalized in a 0-1 range. It is preferable to be able to preserve and sample the raw values as originally encoded.484Views0likes0CommentsVr preview mode is disabled
Hi, the VR preview option is disabled, I am using Unreal Engine 5.2 and open xr plugin, which started a few weeks ago when I was trying to connect to Quest 2 to my PC. It connected I connected with the cable, and I can share the APK file from PC to Quest 2 but the VR preview is disabled, it's showing an error [ Oculus is not set as default openxr runtime. This might prevent some applications from launching correctly. Set as default ] When this error started to come from then vr preview option is disabled.987Views0likes0CommentsSeeing squiggly black border of passthrough sight when pIaying in-Editor via AirLink
When I play in-editor with VR preview through AirLink with Unreal Engine 5.1, I see a squiggly line on the border of the pass-through field of view, and a black surface is also visible beyond that line. Every time I turn my head and look, the border disappears one beat later, and remotely rendered virtual objects are also drawn one beat later in Meta Quest 3. https://drive.google.com/file/d/1uFCzU5AktYFgdz39WeXbXasiYmbxFVEF/view?usp=share_link1.2KViews0likes0CommentsOculus Link for VR Preview - (#feature-request)
Hi there, I'm trying to build a game on my mac, but having to build the entire game (sometimes takes hours) everytime I need to test is extremely impractical. I've scoured the internet and tried loads of different setups, but can't, for the life of me, get the VR Preview button to be visible and thus usable. I can get it working on bootcamp, but then I'm in Windows and it's painful. All my asset creation software is OSX based, so going back and forth between OS's is also not practical. It's become apparent is that I need the Oculus Link to be enabled before starting UE and currently that's only available through the PC-only Oculus App. So can we either; 1. Get an Oculus app/link for mac 2. failing that... (as don't need the whole app) a small tool to enable this functionality (or add it to the developer app) 3. Point me in the direction of a setup that un-greys this VR Button! Thanks in advance to any help, official or otherwise! Thanks! 🙂 Jon1.8KViews0likes3Comments