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I have a question about the Oculus fork of the engine on github. https://github.com/Oculus-VR/UnrealEngineIt is currently on 5.5.Epic has released 3 hotfixes 5.5.1, 5.5.2, and 5.5.3 that contain numerous bug fixes.Are there plans to update the fork on github with these hotfixes?Confused when starting a new project whether it is better to go with Vanilla 5.5.3 and just use the integration or use the 5.5.0 fork?It seems the github fork is the way to go based on https://developers.meta.com/horizon/documentation/unreal/unreal-compatibility-matrix/.But then are we all supposed to individually try to apply the 5.5.1, 5.5.2, 5.5.3 hotfixes?It would make sense for Meta to update the github release to 5.5.3 - and then everyone would benefit?Are there specific problems with the hotfixes?Thanks for any feedback/advice/tips
Hi,has anyone ever successfully build AND run the 4.27 branch of the Oculus fork of UnrealEngine? On my Ubuntu machine (Epics favourite distribution), I can check out the original Code from Epic, and then its a simple "Setup/GenerateProjectFiles/make", and we are good to go. Also creating an InstalledBuild is no problem, The editor starts just fine. (BTW, why cant it be so simple under Windows, instead of having to mess around with VisualStudio?!?)If I do the same with the Oculus fork, the system can be build just as well, but as soon as I start the UE4Editor, I get a lot of errors while it is compiling the shadersLogSerialization: Error: Invalid boolean encountered while reading archive TMemoryHasherTemplate - stream is most likely corrupted.and at about 84%, the editor will crash:Caught signal 11 Segmentation fault libUE4Editor-Core.so!FUnixPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [/prj/UnrealEngine_ocu_427/Engine/Source/Runtime/C
Hi,I'm coming back to Quest development with Unreal, tinkering around again with my pet-project.When we started that a few years ago, 4.27 was the version one would use, and if you wanted to use things like Application Space Warp, using the Meta fork was a must.(maybe I should say that I'm targeting Standalone VR, not PC-VR.)Does this still hold true, though? Or did the changes Oculus made to Epics source code also find their way back into Epics code? What would I be missing out if I went with "plain-vanilla" from Epic instead of the Oculus-fork? Having to build from source is really a PITA, especially if you want to use Linux as a dev environment and not Windows.Would be happy to hear your comments!Hauke
I posted this on reddit already. I am having issues implementing hand tracking with Meta XR Plugin and ISDK in UE5.5. Have tried both the ISDK sample project and setting things up from scratch according to the docs. I did it on two different PCs. I am using Virtual Desktop on my Quest Pro. Handtracking inside Horizon Os and VD works perfectly fine.Even when I have no controller in my hand it would show the controller setup. I am able to grab stuff with that crooked hand but pinching does not seem to work, however, I can access the menus by rotating my hand and tabbing. If I set hand tracking to "Hands only", it would neither show hands nor controllers but I can still access the menu using the mentioned gesture.Any idea what is going on here?
I posted an issue at https://github.com/oculus-samples/Unreal-InteractionSDK-Sample/issues/16 but adding here for visibility also.I found that if I grabbed an object with a custom pose and moved the controller back and forth quickly the grabbed object doesn't seem to to track my virtual hand quite right. It kind of looks like the object "wiggles" or jiggles/lags behind the hands. This was only happening with pose mode set to "Snap Object to Pose". I tracked it down to CalculateInteractorSnapTransform() in OculusInteraction\Private\Interaction\Grabbable\IsdkGrabTransformerComponent.cpp but I'm not sure the best way to fix. I notice some of the other branches in UIsdkGrabTransformerComponent::UpdateTransform() end up calling TransformTarget->SetRelativeTransform(TargetRelativeTransform); which doesn't exhibit the issue. Hands tracking also seems to have the same issue.I asked Gemini for a solution and it suggested this code:FTransform UIsdkGrabTransformerComponent::CalculateInteractor
The only documentation I can find on multimodal setup is for Unity and for the Quest pro... is there any way to set up Multimodal on Unreal 5 with the Quest 3?
Hello all, I've been trying to get debug attachment to running process on headset for two days now. I normally use Rider but I had installed and setup VSCode to use the Oculus Debugger.I however was not able to attach a running instance on headset.I get an error where the Oculus Plugin doesn't download the LLDB filesHere is the Log. Create debug adapter with configuration:{"name":"Oculus (Development) Attach","request":"attach","type":"fb-lldb","android":{"application":{"package":"com.example.project","activity":"com.epicgames.unreal.GameActivity"},"lldbConfig":{"librarySearchPaths":["\\\"C:/PROJECT/Binaries/Android/Symbols_arm64\\\""],"lldbPreTargetCreateCommands":["command script import \\\"C:/PROJECT/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py\\\""],"lldbPostTargetCreateCommands":["process handle --pass true --stop false --notify true SIGILL"]}},"__configurationTarget":5,"terminateCommands":[]}C:\Users\User\.oculus_debugger_runtime Exists!C:\Users\User\.ocul
I'd thought id ask in here as its the worst in vr I have an oculus quest 2 / meta quest 2 and Its not any settings on vr or pc vr its like vr is almost in 480p. I got others to check my vr for me and they say its fine. am I going blind? whats going on? it makes vr games unplayable
Looking for some advice on how to Debug my standalone game. I have my game (UE 5.5.4) that until recently was compiling with no problems and the build was working on my headset. It recently stopped working completely and crashes as soon as the app starts on the headset. I tried migrating my project to a fresh install and same result.I have been trying to debug the problem but struggling to work out what tool I need to use. Have tried using the Meta Dev App/Device Logs but I cannot see what exactly in the warnings is triggering the crash when the app starts. As far as I can see nothing specific to my game is flagged in the warnings.If I run the app in UE using the Meta simulator it runs fine. If I run it via VR PREVIEW/PIE it runs fine. If I change the game level and instance to the standard VR template level and Game Instance - I can get the VR template level to load in headset so I know that building/compiling/Android settings are working in theoryCan anyone give me any poin
It's a simple question, in the IsdkSamplePawn, in the EventGrapth, when I add an Enhanced Input Action (for example IA_AButton_Down) , when I press the A button nothing happens. What I need is to listing the inputs from the hands or controllers so I can call actions for them ( for example I can build a Teleport sistem taken from the UE Vr Template ). Thanks.
Hello, I'm using the Interaction SDK for Unreal Engine. I followed these documents: https://developers.meta.com/horizon/documentation/unreal/unreal-isdk-getting-started I encountered a problem and couldn't find any documentation explaining the method.All I need is a simple method to make the cursor click using the button I specify.For example, I want to make the cursor click the widgit button when I press the A button on the controller.How do I do that?I use Meta Quest 3 and Unreal Engine 5.5
Hi everyone,I'm developing a VR project for the Meta Quest 3 using Unreal Engine 5.4.4 (official Epic branch, not Meta fork) with the Meta XR plugin v71. I'm running into an issue with controlling tone mapping and applying scene tints using post-process volumes.Issue Summary:I need a post-process volume to adjust tint for a specific area via color grading.I followed the official Meta documentation for tone mapping (link) and enabled r.Mobile.TonemapSubpass=1.Even after disabling all post-process volumes (including those attached to my VR pawn), the scene is still globally tone mapped. When I activate my custom post-process volume, the intended tint effect does not show up.Questions:Is there a reliable workflow for toggling tone mapping, or controlling post-process volume tints (e.g. Scene Color Tint, Color Grading LUT) in a localized area on Meta Quest 3 with Unreal Engine 5.4.4?Are there known engine/plugin bugs or limitations with tone mapping or post-process tint effects when using
Working with UE 5.3.2 I want to increase the MaxUObjectsInGame for an Android device.I already added a Project/Config/Android/DefaultAndroidEngine.ini where I set gc.MaxObjectsInGame and gc.MaxObjectsInProgram.I also looked into calling FUObjectArray::AllocateObjectPool() but I do not know if there is a correct time in my project to do that. The earliest time to do that that I can think of is GameInstance::Init which is too late, since UObjects were already created. It fails at check(ObjObjects.Num() == 0);.Thank you.
Is there a maintained list of Meta UE source files (.cpp/.h) that hardcode Windows-style backslashes in file paths (e.g., path\filename instead of path/filename)? On macOS, those paths aren’t valid and have been breaking packaging/deployment (and sometimes Xcode builds) for me. I’ve confirmed at least two instances and suspect more. A complete inventory would let me verify whether this is the root cause of my Mac build/deploy failures and fix them efficiently.
Hello, in the Interaction SDK sample if I use controller driven hands and try to grab the mug I can pick up the mug by pressing the controller side button, but it just "sticks" to my hand and the custom grab poses are never triggered. Pure hand tracking does trigger the custom poses.Are custom grab poses supported for controller driven hands? I'm currently using the "Hands Only" procedural controller hand behavior on my VR pawn blueprint. I would like to grab objects while holding a controller, but still use the custom poses so the virtual hand wraps around the objects more naturally. I'm using a Quest 3 headset and Unreal 5.5 with the Meta interaction SDK plugin v77.
Hi,I am trying to add two vive tracker 3.0s to my unreal project (v 5.5) that was running fine with my Metaquest 3. I have been googling and reading forums, but I cannot seem to find a way (or a plugin combination) to have the active tracking from the trackers working along with the Metaquest HMD. I have to disable the MetaXR plugin to get the trackers to appear in LiveLink (that have been set up in SteamVR) which means I can't preview in VR through the headset. It would be Ideal to transfer the calibrated locations (currently using Space Calibrator app) of the trackers to the starting point in the Unreal Engine so I can align the tracker on the irl objects, with the trackers attached to their digital doubles, correctly. My trials have also included using the -xrtrackingonly tag to start up the editor. Any assistance much appreciated.Kind Regards,Nathan.
Hi! On youtube I saw this https://www.youtube.com/watch?v=FXFgkAmvpgo And I wanna know how do this on Unreal Engine. If you know this, pls tell
I sideloaded the v81 firmware, I see changes but I can't activate the new navigator, and I can't pin applications in the horizon world. I thought I could at least enable the navigator ui which I never tried .. I'm disappointed to see that it's not necessarily included.
Hi,I'm using v77 of the Interaction SDK in Unreal 5.5.4 for hand tracking, and am having issues with a HandGrabPose not following the grab location/rotation when using rotation and location transformers.I am using an object setup with multiple grabbable pieces. My blueprint hierarchy is essentially:Mesh-- GrabbableComponent1-- SubMesh---- GrabbableComponent2------ HandGrabPoseGrabTransformer1 (for main mesh, with free transformer)GrabTransformer2 (for sub mesh, with translate constraint applied)The actual interactions of the meshes work without issue. I can grab the main mesh, and grab the submesh to move it with its translation applied. My HandGrabPose component has the following properties set:The initial posing is fine and the hand will move to the intended pose position, but as the submesh is moved, the hand pose stays in the same location rather than following the submesh as I would like.Looking at the source for hand poses, I can see that the hand pose override is set via a call
Hello !We're trying to package our VR app, which contains a lot of MetaHumans Facial animations.Until recently, we had no issues, but since I've added some more animations, I'm no longer able to package it.Everything is checked as before, like I said it was working, I was having a main obb file and a patch obb file. Since I've added the new animations, I had to adapt my chunks, and now all of them have once more an acceptable size, as shown on the attached screenshots.Chunks size #1Chunks size #2So, cooking is successful.However, packaging fails with error \Saved\StagedBuilds\Android_ASTC.obb. The file may be too big to fit in an OBB (4 GiB limit and no overflows are permitted)I was hoping to get multiple patch files, as long as my chunks were small enough to fit in, but maybe I'm wrong.My guess is that I'm only allowed 2 obb files of 4 GiB each, and not one more.Is that the case ?And if so, how are we supposed to package a big app ?
Is there anyone on here who works for Meta and can give an indication of when the MetaXR and Meta Platform plugins will be upgraded to support ue5.6? Using UE5.5 with OVR API enabled via the MetaXR plugin creates a visual cutoff artifact in non-opaque materials and some opaque materials in a far right sliver of the right display, as discussed in This Thread. It seems that 5.6 potentially does not have this issue, so I'm left waiting either for a 5.5 version of the MetaXR plugin that fixes this artifact or a 5.6 version.
Hello everyone,I'm developing a native Android application (integrated with Unreal Engine) for the Meta Quest 3. My goal is to programmatically capture a still image from the passthrough camera using the standard Android Camera2 API.First, I want to emphasize that the standard, system-level Passthrough feature works perfectly in the headset. To be clear, I already have Passthrough enabled and working correctly inside my Unreal app. I can see the live camera feed, which confirms the basic functionality is there.My issue is specifically with capturing a still image programmatically. While my code executes without errors and saves a file, the resulting image is always completely black.I'm aware that this was a known limitation on older OS versions. However, I was under the impression this was resolved starting with software v67, based on the official documentation here:https://developers.meta.com/horizon/documentation/native/android/pca-native-documentationGiven that my headset is on a mu
is it going to be updated any time soon?, because the new update fixed some issues, but still uses UE 5.5
I'm trying to use UE 5.5.4 with Meta XR but every time I try VR Preview it crashes.I'm on Windows 10.I've tried Meta XR v74 through v78 and they all result in the same crash. I've also tried to package my project to the Quest3 and although it launches, it stays on the splash screen indefinitely.UE 5.4.4 with v71 will work fine.Anybody have any suggestions on this? Side Note: The latest few versions of Meta Quest Developer Hub only shows a blank white screen. I had to revert back to version 5.3.0 for that to work as well. Here's the resulting error that I've tried to research but came up with nothing:Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000UnrealEditor_MRUtilityKitUnrealEditor_EngineUnrealEditor_EngineUnrealEditor_EngineUnrealEditor_EngineUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditorUnrealEditorUnrealEd
I know that Quest3 has screenshot and videorec features from the box.But how invoke screenshots from UE app?Same question about audio recording (wav or mp3) from UE app.
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