Unreal Development
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Trying to build a package for Quest 3.Seems like Unreal requires SDK 34 but Quest only supports 32?Has anybody packaged for Quest 3 using 5.4.4? Is there some kind of compatibility matrix where which versions of Unreal, Quest, and Android SDK is documented?Shocked it is still so hard to find info
My email for GitHub differs from registered for Meta account. In the instructions for UE prerequisites, it is written that one needs to link UE and GitHub account and then the GitHub user will receive access to UE. However, the patched version uses a fork, which is a different repo. How to link GitHub account to Meta account in order to gain access to the fork when GitHub account uses a different email address?
how can the quality be improved landscape material
And how it works?I didn't find any documentation or tutorial.Thanks in advance!
I am able to build successfully after moving to to the Oculus Source Build of 5.1. However, when I try submitting my app to applab I get the following error: ERROR: We found issues with the APK during validation. Please check that the APK meets the 'Application Manifest requirements' and then resubmit your app. *Oculus SDK not found or older than 1.0.Any ideas?
I have BP with cube mesh and grab component. It seems that it worked before but after migrating to Meta fork for UE it cease to work. How can i implement grab component to a mesh inside BP actor? 2. After building apk and installing, this cube become visible, it should be invisive and is, in preview. But after building apk it is not longer transparent, what can i do.
In online manual i can see Ray interaction description as described on screenshot below.I want to interact with 3D objects, by pointing finger to them (ray casting)But i cannot find any Blueprint nodes/samples/tuts how to deal with it. (in Unity there is a lot tutorials).How to deal with ray interaction in UE?
At the moment the Meta XR Audio SDK doesn't seem to work for other platforms than Windows or Android.This is very important for multi platform development so that one can use a single spatial audio solution. Because finding the right settings, baking meshes for acoustic ray tracing and so on can take a long time and supporting different solutions is unrealistic.If anyone knows how to use the Plugin on Mac or IOS please share your knowledge. 🙂
Hi! Is there an approx ETA of an updated version of the Meta XR plugin that can run with UE5.5 Epic launcher version?Many thanks in advance for the info!
The error of the crash: Assertion failed: IsValid() [File:E:\UE_5.4\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1113] UnrealEditor_OculusXRHMD!OculusXRHMD::FOculusXRHMD::GetFullFlatEyeRect_RenderThread() [E:\Drimoland\Drimoland\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD.cpp:1856]UnrealEditor_XRBaseUnrealEditor_XRBaseUnrealEditor_XRBaseUnrealEditor_XRBaseUnrealEditor_XRBaseUnrealEditor_OculusXRHMD!OculusXRHMD::FSpectatorScreenController::RenderSpectatorScreen_RenderThread() [E:\Drimoland\Drimoland\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD_SpectatorScreenController.cpp:58]UnrealEditor_OculusXRHMD!OculusXRHMD::FOculusXRHMD::RenderTexture_RenderThread() [E:\Drimoland\Drimoland\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD.cpp:1830]UnrealEditor_SlateRHIRendererUnrealEditor_SlateRHIRendererUnrealEditor_RenderCoreUnrealEditor_RenderCoreUnrealEditor_CoreUnrealEditor_CoreUnrealEditor_RenderCoreUnrealEditor_RenderCoreUnrealEditor_C
Is there a change to enable mouse input in UE5 project ?I need additional input (hands are base) from mouse and dont know how to enable it .
Hi everyone!I am developing an Unreal Engine 5 project recently with the Movement SDK (Movement SDK for Unreal | Meta Horizon OS Developers) as a motion capture tool to record animation sequences for metahuman armatures. By following the tutorial in the link, I can successfully make a metahuman mannequin copy my action in real-time after hitting the Play button, but what I wanted is to record the action and export/save it as an animation sequence so that I can use it in other projects. I have tried this solution with a live link face situation where the face is linked and the animation can be simply recorded by adding a sequencer in the scene and hit record and then do the actions. Live link face recording to animation sequence ? - Development / Cinematics & Media - Epic Developer Community Forums. Unfortunately, this method doesn't apply to body motions since the motion capturing won't start until I hit the Play button, while recording in sequencer requires real-tim
I've added stereolayers to my scene and they work fine except they dont work with translucency at all. It's also not possible to delete the stereolayers or hide them as they still show the "PokeAHole" material. I've read that the PokeAHole material is used to simulate depth but what I don't understand is why this is not linked to the stereo layer when it gets destroyed or hidden. Also it doesn't take into account translucency at all, its fully black and opaque. I'm currently on MetaXR 65 and UE 5.3.2, I'm wondering if there is a fix for this? Unfortunately I cannot use the Oculus fork currently either.
Hello,I'm using V71 of the Meta XR Interaction SDK, and can't figure out how to add custom meshes for hand tracking when using the Isdk Hand Rig.My pawn is setup roughly in line with the Getting Started guide, with an Isdk Hand Rig for each hand, and my interactions are setup and working without issue. Now I'm just unclear as to how to add a custom mesh for the hands instead of the default one. I've seen there is documentation for the Unity version of the Interaction SDK to do so, but not for Unreal. Does anyone have any tips on setting this up?
I am developing a MR application in Unreal and want to use the Launch Capture Scene Blueprint node which is part of the MRUKSubsystem. The Unreal engine that I use is the Meta fork, more specifically the oculus-5.4.4-release-1.103.0-v71.0. I have enabled Scene support in the Unreal Engine and Spatial data over Meta Quest Link in the Meta Quest Link application.When I try to capture a scene it always fails. More specifically, the following function call inside EOculusXRAnchorResult class fails: FOculusXRHMDModule::GetPluginWrapper().RequestSceneCapture(&sceneCaptureRequest, &OutRequestID); And returns ovrpFailure_NotInitialized (-1002) I cannot dig deeper because the OVRPlugin.dll has no debug symbols. Does somebody know how to fix this? Or has some insight on how to troubleshoot this further? Thanks in advance.
The link to GitHub is not working, can you help me? ""To install the Meta version of UE 5.x from the Oculus-VR branch of GitHubThe recommended option is to install UE 5.x from the Oculus VR fork of the source code, regardless of the UE version you choose. This installation includes Unreal Engine, the Meta XR plugin, and additional features and fixes that make UE work seamlessly with Meta Horizon OS.To install UE 5.x from the Oculus-VR fork of the UE source codeIn the Oculus-VR fork of Unreal Engine on GitHub, open the branch list, and then select the Branches tab...""
The MetaXR plugin is broken in UE5.4. I downloaded UE5.4.2, created a new project from the VR template, made a Plugins folder, and imported version 66 of the plugin into it. However, the moment I turn on the MetaXR plugin, I can't open the project and it crashes. The crash shows "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000058." It crashes every time, around 75% of the OculusXR loading (though I don't understand why it's an Oculus plugin when it's MetaXR...). I tried placing the plugin in the project and also under the marketplace folder of the UE5.4 plugins, but nothing changed. Is there something wrong with my PC? Please help. I can't work if this doesn't get resolved.
Hi, I am trying to follow along with the installing Meta XR/VR plugin, but when I use the GitHub links posted there I always get 404 errors, I have fully verified my developer account, but still no joy, any suggestions would be appreciated. here is the link from the page - Oculus-VR fork
Hi!..Reading the documents from Oculus Unreal Development site, i saw that there is a special version of Unreal Engine that is optimized for Meta XR workflow.. I have downloaded, compiled and tested and it is very good... just curious about something... can i do other projects that are not XR targeted?.. a Desktop or Console Game with this version or it is only for XR ? Thanks.
While using the most recent oculus fork of the UE5.4.4 or possibly any other version... Has anyone managed to get post processing materials to work. Even a simple as setting PostprocessInput0 straight to the emissive color or using any other shader will results into one of these: Turning the right eye black / right eye becomes a copy of the left eye / both eyes will become distorted & warped / only right eye becomes distorted & warped.- Everything looks normal in the android vulkan preview.- I think I have tested every possible combination of project settings and device profile settings but I have not found anything that would help. The most important settings ofc are the basic mobile HDR, mobile multiview, forward & deferred shading and anti aliasing... I tried all of them.
Hi noob alertI’m trying to create a save game feature for a game in meta quest 3.I defined a structure of what I want to save and created GameSave blueprint and called that structure inside the blueprint.then I called GameSave in my pawn and everything works fine when I’m in preview mode.Here is the code in my pawn:load and save posted by anonymous | blueprintUE | PasteBin For Unreal Enginenow the thing is when I try to get a package it fails getting me this error:PackagingResults: Error: FStructProperty::Serialize Loading: Property ‘StructProperty /Game/SamplePTRL/save/VirsualBaySaveData.VirsualBaySaveData_C:all_objs.all_objs’. Unknown structure.what do you think to be the issue here? thanks in advanced.
Hi all, I'm testing my app with the Performance Analyzer included in MQDH. The problem is that it flags periodically VRC Perf.1, even if the fps are stable in the app (I know that becouse I measure fps also with OVR Metric Tool and the graph is stable on 90 fpsInstead the graph produced from the Performance Analyzer is a sort of sawtooth wave, as illustrate from the following pic, that oscillate from 90 to 17 (or another low value).It appears somehow releated with rendered layers. Inded I see that when the wrong drop is reported, the 'rendered layers' is zero. Any help please ? I fear the reviewers use this tool 😕 Tnx very much
Hello,In the same scene, I have my “main” world where we can move / look around and a closed room (not visible by the player). During the game, the rendering of the closed room must fade on the entire screen with the current view of the world.We would like to mimic the Guardian effect from the Quest when we exit the limits. Inside the closed room, I’ve placed a SceneCameraComponent2D.In a PostProcess material, I progressively blend the SceneTexture.PostProcessInput0 and the RenderTexture captured by the SceneCam2D.It works on the editor of course, but it won’t for a stereoscopic rendering…I did a lot of research: stereo layer, VR spectator, or any available feature / function from Unreal Blueprint…In the Meta library, there is a blueprint "SceneCameraComponentVR" or something similar ?Some screenshots with the blending opacity between the two subscenes: As we want to re-make the guardian effect, we must blend two buffers.Which solution would be possible ?Than
I have a VR project in UE and I want to use the Meta XR Audio plugin along with it with Spatialisation enabled. I've an animation in the scene with audio connected it. I followed the basic recommended settings in the documentation under Spatialisation and Acoustics, On running it in UE, the project works fine when it is played, however this error is looping in the background which causes the engine to crash. The crash is inconsistent, but the error is constant even after the play is stopped. Has anyone faced this issue? Or might know how to fix it? UE Version: 5.4Headset: Oculus Quest 3
Hello there, We released our business app using UE 4.24 on oculus GO. Latest version of our app has been developped in UE 4.27. Problem is associated version of Oculus VR plugin (1.59), which does not offer the possibility to package for oculus go anymore. If we choose to package for Quest, the app just not launch on the oculus go devices. We still have a lot of customers using oculus Go, consequence is that we are not able to update them anymore, that's very anoying...We looked for documentation, but oculus go documentation for UE 4.27 just redirect us to oculus Quest articles...
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