Unreal Development
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Hi, The lightmap resolutions seem to be lower before you approach the mesh, then the dark marks disappear on my scene as I approach them.Is there a way to change the distance at which the highest resolution lightmap is loaded?I tried setting these values in the defaultEngine.ini file but nothing changes, it seems to have no effect:[TextureStreaming]LightmapStreamingFactor=1.0ShadowmapStreamingFactor=1.0 I am ussing UnrealEngine-oculus-5.4.3-v69.1 from github. The r.Streaming.PoolSize=0 to not have a memory limitation when loading the textures.Setting not streaming manually on each lightmap is not an option, I have 1100 lightmaps in the scene. Can someone help me? Thanks!!! Video: https://framearq.es/wp-content/uploads/2024/11/lightmaps.mp4 Captura de pantalla 2024-11-02 135412.pngCaptura de pantalla 2024-11-02 135345.png
Hi there,I'm trying to use MetaXR anchors for my current project. I previously used Unreal 5.1 with PCVR and I could create, save and reload anchors.I am now trying to do the same in an Unreal 5.4 standalone project.My problem is that when I save the anchor, and I reload it with its UUID, it spawns at (0,0,0).Using the logcat from Android Studio, I found out that there were two errors, one pretty seamingless :SP:AF:AnchorFramework: getAnchorUuid can't find anchor for handle 4 And the second one, which I think is the real problem :[XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:13440 (arvr\\projects\\integrations\\OVRPlugin\\Src\Util/CompositorOpenXR.h:317My blueprint is ugly right now, but here is how I discover and save anchors :
I spent hours and hours trying to get my project to build because the information given on the Unreal website was incorrect, and meta don't provide it at all. For example, this page Android Development Requirements For Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) suggests skd33 is needed, but that produces a gradle build failure.Rather than thousands of people struggling, have one member of your staff ascertain and provide the correct information for each editor version (unreal/unity). Make it simple in the following format (with description and links), for example:UE 5.3.2Software to installUnreal Engine Launcher/Unreal engine (game engine)Download Unreal Engine - Unreal EngineMeta quest developer hub (Meta XR unreal plugin requires this to see headset, allows you to turn off headset boundaries and proximity sensor, enable upload of apps to meta and headset, analyze performance, set paths (not sure when this sof
Hello everyone,I'm developing a VR game for the Quest 2 using Unreal Engine 5. The game is quite graphically demanding, with two levels each containing about 1,000 actors, instances, etc. I managed to get the framerate to 72 FPS, though.The Issue:I'm experiencing random crashes when launching the app on the Quest 2. Specifically, the game becomes unresponsive shortly after starting, and this happens intermittently—not every time I launch the app. I can only run the game when the system ask you to force the game to close.I have been struggling with this issue for many weeks now, but no matter what I do, I can't resolve it. It seems to me that it could be a memory problem. Specifically, I have the impression that the problem occurs more often when I close the game with several actors loaded. It's like the game is unable to close properly, and the next time I open it, the game doesn't open and becomes unresponsive.I have tried reducing the levels' complexity, and this seems to reduce the
https://youtu.be/8dtB7FAThYg There's an audio bug specifically with the reverb and submix. If you remove the reverb effect from the submix this distortion goes away, but it's not a fix for reverb. This demo is from https://github.com/oculus-samples/Unreal-MetaXRAudioSDKTried this in my own project, same results.
Couple days ago i made this topic https://communityforums.atmeta.com/t5/Unreal-Development/5-4-X-visual-glitch-after-enabling-meta-xr/td-p/1261428 i stated about glitch that occur after enabling metaxr. I joyfully found out that this glitch is resolved in meta fork unreal engine. But after my tries to recreate my project inside new engine i see that project don't like with plugins i need (one from epic market second i made myself). Recompilation don't work, and i can't even build it from the scratch because unreal engine meta fork can't build working blank c++ project. Im damned and i am considering leaving this crappy engine once and for all.
Hey there,I'm working on a game that requires a gamepad to improve the gameplay. I can confirm that my two bluetooth gamepad are working with compatibles apps, like Xbox Streaming Beta. When OpenXR is enabled, gamepad are not detected and don't send inputs. It seems to be related to the OpenXR implementation into Unreal. If you disable the OpenXR plugin (or use the old OVRPlugin, which is no more supported), it works.Any idea to fix it please? I can do changes in the source code, but after hours of searching, I still have no clues.Best
Dear guys,It seems a bug for bodytracking in Unreal engine 5.3.2. 1. I download the demo from oculus sample github (unity + unreal) and test them.https://github.com/oculus-samples/Unreal-Movementhttps://github.com/oculus-samples/Unity-Movement2. build the unreal and unity sample for bodytracking and install them in the oculus quest3. Open Apps and they all works smoothly. 3. Sleep and wake up the headset.Unreal version : I found the tracking body is very laggy but the controller play very smooth. After about 30s, it will work well. In the picture, you could found the hand cannot attach to the controller. unity version: It recover in ~2s without waiting for a long time. I try to print the log for the tick event. Body tracking API (GetBodyState(FOculusXRBodyState& outOculusXRBodyState, float WorldToMeters))return the same skeleton position value within a short period of time, which results in the body cartoon not playing smoothly.
Is C++ supported for these plugins? There is no documentation on it, and I get errors when I try and use the components in C++ Pawn classes.Are these plugins only meant to be used with blueprints?
Upper right corner. It's quite noticeable with the headset on because the edges of my vision become multicolored. This started happening this morning. I'm really not sure why. This only happens in VR preview mode in UE5. I tried it with a sample starter project from oculus-samples github as well, and the same thing happened except the corner was black instead of multi-colored. I don't notice anything when the headset is in standalone mode. I've tried just looking for a messed up corner in Passthrough/First Hand demo/etc, and there's nothing wrong as far as I can tell. Is this something wrong with Quest Link? I've tried it with a different cable and a different port on the computer as well.
Well it seems Unreal's support for processing manifests is as bad as Unity's....Trying to upload a build, get the following error: It seems you can only ADD permissions via UE5 project settings, so I do that to produce the following: The offending permissions should be removed, but it seems they're not. What's going on?Thanks!
I want ro scan a room and sace it as a mesh to work in a 3d software. the boundry set up already does the scan, i would realy like to save it and use it.
Hello, I'm a new developer with Meta XR I have read all the documentation and i have the following problem,When i use Meta XR Simulator in VR Preview mode in unreal engine 5.4.4 , any of the inputs doesn't work at all, i have the following red errors on my output log:LogOVRPlugin: CompositorOpenXR::~CompositorOpenXR()LogOVRPlugin: Error: [xrDestroySession] Session 0000023082D9ABE0 has undestroyed spaces (<OPENXR>:0)LogOVRPlugin: Error: [xrDestroySession] Session 0000023082D9ABE0 has undestroyed swapchains (<OPENXR>:0)LogOVRPlugin: Error: [xrDestroySession] swapchain 0000023014F99430 (<OPENXR>:0)LogOVRPlugin: Error: [xrDestroySession] swapchain 0000023014F985D0 (<OPENXR>:0)LogOVRPlugin: m_xrSession destroyedLogOVRPlugin: Error: [xrDestroyActionSet] XrActionSetImpl::~XrActionSetImpl(): 1 actions not destroyed (<OPENXR>:0)LogOVRPlugin: Error: [xrDestroyActionSet] ... action grip (<OPENXR>:0)LogOVRPlugin: m_xrInstance destroyed I took a code sample
Upon hearing about how v71 will have Audio to Expression, sounds like it's gonna be the descendant of OVRLipsync, I wonder when we will have access to it through plugins. Will it be its own plugin? Will it come included in Meta SDK? I'm just looking forward to testing it. Oh and I hope it has options to either use the standard 52 Blendshapes as well as Meta's 63 Blendshapes and we can just choose which one we want.When do you all think it will come out for Unreal?
https://github.com/EpicGames/UnrealEngine/commit/568b9363b7c04409d5c60a1076c30427f5460196I can get "distance to nearest surface" material node to work in vulkan preview in editor ( global illumination set to medium, effects set to epic, material quality forced to epic, and DDPI variable set true ), it fails to show up on device.I do have mobile hdr set off, but hopefully that shouldn't matter?On device I've forced all my engine ini, device profile, etc to have these settings.The engine recognizes that the DataDrivenPlatformInfo.ini file has support distance fields enabled, but the actual buffer or whatever is never filled.This makes all text render actors into solid blocks as the alpha mask is not working on them, breaks height fog for some reason, and distance to nearest surface does not have a mask. It's returning a solid value. My guess is that all the above have a path for if distance fields are enabled, but the buffer for the field is not being filled. Any thoughts?
Hi Everyone!I've recently migrated from 5.1 to 5.3 and switched to MetaXR and MetaXRPlatform.However, I am unable to use the functions as I'm struggling with this step of the guide:Modify your project's build.cs and replace any Oculus modules with OculusXR versions.Build your project.Make note of the compiler errors and for each Oculus type not existing, change its declarations to use OculusXRType.So Far I've been unable to modify the cs, as it leads to the app not packaging.I also get this error on starting up the project:LogOculusXRAnchors: Warning: Unable to retrieve OculusXRHMDI'd appreciate any help or examples as how I'd go about setting this up!
We’re developing a multi-user VR experience where a 1:1 virtual environment needs to align precisely with a physical space, allowing users to move freely within both. However, we are encountering alignment challenges with the Quest 3 when using the tracking origin modes:Floor Tracking Origin: The virtual environment’s center and orientation follow the headset’s position and orientation, causing misalignment with the real-world environment as the virtual space shifts based on the user’s location.Stage Tracking Origin: Alignment depends on the headset’s orientation and position when the boundary was first created, meaning each device must be set up identically, which is difficult to maintain across multiple users.Requirement:We need a solution to lock the virtual environment to real-world reference points, ensuring consistent alignment regardless of individual headset setup variations. The goal is for virtual and physical spaces to coincide accurately across multiple devices.Comparison w
I have an Unreal project that is basically blank. I'm using Air Link with a WiFi 6E router, getting 2401mpbs. When I hit VR preview, if I'm NOT using passthrough, I get good performance and framerate. If I enable passthrough, simply by initializing persistent passthrough from the passthrough subsystem, I get extreme lag, like 5 FPS.Is this a problem with Air Link? Do I need the cable?
When utilizing passthrough, it would be nice to use light estimation to light objects more naturally. Is this possible to do?
Except for the Locomotion project, nothing I tried worked.The Unreal Engine version I'm using is 5.4.4. The projects seem to be made for version 5.4.3. Could this be the reason? However, I think all 5.4.x versions should be compatible with each other, as this isn't a major update. All the errors I'm getting are of this type. When I try to compile, they also give errors and ask me to manually compile from the source code, which I don't know how to do. The projects I've tried so far and that haven't worked are:Unreal-HandPose
Hi there, I'm profiling my PCVR game and I've noticed there's a huge gap in my cpu/gpu frame rates when I'm testing PCVR compared to PC mode. For all I've read so far, pc screen mirroring doesn't re draw my entire scene but still adds a little extra performance budget overall, meaning, the huge difference between both platforms that I'm noticing shouldn't happen. Could someone explain to me what may I be missing? I'm using Unreal Insights btw.pc mode statspcvr stats
We have upgraded to engine 5.4 to get the HMD recenter delegate working again, as noted elsewhere https://forums.unrealengine.com/t/recenter-event/747484. We now get recenter events when using the Oculus button on the controllers, but we do not get any recenter events when using hand tracking and doing the recenter gesture. We are listening for both HMD Recentered and VRController Recentered and not receiving either of them with the hand tracking recenter gesture. Is this on the roadmap for a fix or is there something I can do to work around it?
When using r.Mobile.TonemapSubpass=1, the screen displays incorrectly. Do you know any solutions? I'm using UE 4.27 with a custom Oculus engine and Vulkan rendering.
hey, i've seen a few posts on here all without solutions. i will be using my Quest 3 for a small upcoming exhibition and i really really want to lock the viewer into my app.at the moment i'm only using hand tracking for the exhibition so even just being able to disable the hand gestures that appear when you look at your palms would work perfectly.since the quest is setup with my own account there are extra risks for me that someone might make purchases in the store or something else and access my personal info.this seems like a serious flaw in the Quest developer experience and i'm surprised Meta doesn't offer any clear information about this. btw i have looked into arborxr, they rejected all my email addresses so i wasn't able to sign up, but i did contact their support to see if it was maybe just a temp bug.
Hello, I'm sure I've done something wrong or missed something, but I'm trying to get my entitlement check working and I'm having a heck of a time. A bit of background:I've downloaded and compiled the latest Unreal Engine github forkI've built my project and it works and everything is compiling and happyI made a Game Instance blueprintI've tried to drag out an Entitlement pin, and Unreal Engine finds nothing.When I download the MetaXRPlatform (Version 65.0)The Engine starts up with this error:The 'OculusPlatform' plugin was designed for build 5.3.0. Attempt to load it anyway?and when I press Yes it gives me another error:The following modules are missing or built with a different engine version: OVRPlatform Engine modules cannot be compiled at runtime. Please build through your IDE. Do I need to compile something else somewhere? Please help! JP
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