Unreal Development
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I'm using Meta's fork of Unreal Engine 4.5.3 and I am using Interaction SDK.I tried to set up an actor to be grabbed, using the InteractionSDK, but whenever I pinch my object, the app crashes.The documentation is very vague on how to set it up, and I tried to copy the Hierarchy from the sample project, but I don't know what is causing the crash. I'm testing in a packaged app on my Quest Pro. The sample project does work as intended.I just added a BoxCollision to the actor IsdkInteractableWidget, and as a child to the BoxCollision, I added IsdkGrabbable component. As well as a IsdkGrabbableAudio.The widget does work with hand to poke and do raytrace interactions, so I am confident in the IsdkHandRigComponentRight and Left components.
Hi there - Recently I've been having trouble getting live link data through to my rigged character. As of earlier this week face eye and body tracking we working as expected, but suddenly and without changing anything I've been getting "Can't evaluate frame for 'Face' and 'Body'" A few days ago these were working fine. Occasionally restarting my computer allows both Face and Body to work as expected, but more often than not, only the Body will work and not the face. I've been running it in VR Preview for UE 5.3 without changing any project settings, it just stopped working. Any advice would be greatly appreciated!
Hi!In recent versions of UE I cannot pack a simple Backdrop with a skybox.Please, can somebody guide me on how to do something as simple as adding a Skybox HDRI image to my scene and package it using UE 5.4?? Thanks in advance!
Greetings,I work with a charity called First Step Trust ( https://firststeptrust.co.uk/ ) using Virtual Reality programs to help provide work skills to individuals with mental health difficulties and other obstacles getting into the workforce. Currently our main focus has been with garage skills but we were hoping to expand our selection of programs to include construction site work. To that end I have been looking for models of construction vehicles with included animations and parts to use in the program that the users can drive around in and use to modify the site. We have a unreal developer that will be able to handle to programming side of it but have not had any luck finding working models for the vehicles themselves. I was hoping someone here would have an idea of where such a thing could be found, I would appreciate any suggestions anyone can offer.Kind Regards,
Hi! I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9. The user's forward orientation is not reset when the Oculus Home button is long-pressed.But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button. How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)
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Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. [/Script/Engine.RendererSettings] r.Mobile.TonemapSubpass=1 r.Mobile.ShadingPath=0 r.Mobile.SupportGPUScene=True r.Mobile.AntiAliasing=3 r.Mobile.FloatPrecisionMode=0 r.Mobile.AllowDitheredLODTransition=False r.Mobile.VirtualTextures=True r.DiscardUnusedQuality=False r.Shaders.CompressionFormat=2 r.AllowOcclusionQueries=False r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.MinScreenRadiusForCSMDepth=0.010000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False r.Virt
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.
I’m facing two issues with hand tracking when using the MetaXR plugin (v68, also present in previous versions):1) GetSocketLocation() on the OculusXRHand Component does not return a value in an Android build.It does provide a valid and accurate value in PIE, but not when built to Android.Additionally, any OculusXRHand component spawned at runtime also doesn't function in Android builds.2) OpenXR GetMotionControllerData() does not return valid dataAll field just return the default struct values. This means I cannot get any Bone locations from Handtracking in a packaged Android build?Does anyone have a workaround for this? I would prefer to not use the OculusXRHand at all and just use the OpenXR data directly (as in point 2).
I am currently working on a vr game in unreal engine 5.4 and yesterday I suddenly could no longer deploy my project to my quest 3. Even after going back to the backup from a week ago and deleting all files related to the project on the headset the apk would not get deployed properly on my quest 3. I also tried the Quest 2 and there it did not run either. A new project created from the VR template was working. As a last resort I changed the package name and suddenly everything was working again. I have no Idea what is going on and why the name is blocked on my headsets now. Only thing I did was deploying my project many times debugging an issue I currently had.In the log I get the following message:LogPlayLevel: UAT: Not connected, attempting to start file serverLogPlayLevel: UAT: Did not find package with activityLogPlayLevel: UAT: Trying againLogPlayLevel: UAT: Did not find package with activityLogPlayLevel: UAT: Failed to start Android file server for com.YourCompany.VR_WeaponsRoom,
Hey,I'm confused. Should I be using a vanilla installation of UE and installing Meta OpenXR plugins on top, or should I be building the Meta UE source branch?Thanks!
Hi, Developers!We are conducting a survey to gather insights on software quality factors in VR applications. The aim is to create a model that captures the key aspects influencing the quality of VR software from developers' or users' perspective.The questionnaire will take 5-7 minutes to complete. All responses will be anonymous, and the data will only be used for research purposes.Participate Here:https://forms.gle/cdvEaiyTvcFbJucN9Thank you for your time and valuable insights. Your participation will greatly contribute to improving the development of VR software!
Hello, how should we be implementing a movement vignette to reduce optical flow? My project is for Meta Quest 3 and I am using the Meta Unreal Engine fork. Post processing vignette's aren't an option because they require HDR, and transparent mesh infront of the camera seems like a bad idea due to rendering cost...
Hi (noob alert)So here we go. Recently we've been developing an AR app for quest 3 and everything was perfectly done just fine. The thing is after the recent update lighting and the texture resolution messed up. Actually, it was all overexposed and the colors were washed up. Any help will be appreciated.
Dear members, I created a 3D environment in UE 5.4 but i am unable to convert that into wallpaper for Oculus Quest 2, i have been struggling from quite long time, your support is immensely appreciated
We've recently migrated from UE4.27 to UE5.4 and have run into an issue with cloud backups of our game save file.We have a couple files that are required to save and track progress LevelProgress.sav and PlayerStats.json. These are located in Game/Saved/SaveGames & Game/Saved/PSS respectively. Our previous release had those files backup and restore perfectly between uninstalls/reinstalls. It seems now that the backup system has been deprecated or changed. Save information works fine between play session when saved locally. But upon uninstall all is lost.I was wondering if there is away to adjust the settings of the Quest's CloudBackupManager as it seems to be failing to backup on application exit.CloudBackupManagerRun backup(): BackupInput(packageNames=[com.CompanyName.YourGame], requestOrigin=ApplicationClose, skipIfRecentBackupExists=true, skipIfUnusedSinceLastBackup=false, allowIfAppIsRunning=false, forceUpload=false, backupRestoreType=Full, referenceId=null, sendVrNotificat
I have a PCVR UE 5.4 project where we align the Quest to a physical location. We recently started using the new SteamLink app in order to stream from the PC to the headset after the latest beta update which added initial support for hand tracking over SteamLink. The issue is that after we start streaming and align the HMD to the physical location we put the HMD on and everything works except that the moment the user looks at their palms and the built in oculus palm menu appears it immediately resets the HMD position and orientation undoing the alignment. I have tested it in the SteamVR home and it does not happen, everything works as intended but when in an unreal project your position and orientation are reset the moment the Oculus Palm menu appears for the first time.Important note, the tracking type is set to stage and we are using the OpenXR runtime and hand-tracking in SteamVR over SteamLink.Has anyone else run into this particular issue? Any clue what might be causing it?
Hi guys Ive been running around for a few weeks now, Packaging and trying to get my project up and running on the Quest device I've probably ra Is there anyone in the into any possible mistakes from uncooked assets, to missing plugins to an unknown cooking error? the group who could walk me through this process including all the debugging for a good price, I don't have a big budget because there's no client backing this up - this is me learning this tech, Thank you, Osher [REDACTED]
I wanted to try out Hand Tracking with UE4, and I just did git clone the engine source from Oculus github, and build the engine following the instruction in the Oculus website. I cloned 1e09d2f (the latest one) from branch 4.25, which is release "oculus-4.25.3-release-1.51.0-v19.0" and built the engine using Visual Studio 2019.It worked fine, I could make a new project. I could also open HandSample project and it works great with Oculus Quest & Link. But I couldn't open HandsTrainSample.I built the engine and clicked Debug/Start a new instance in Visual Studio, then it opened up the editor. Then I chose the sample, but I couldn't open it. I also tried to open .uproject directly but it just says "The following modules are missing or build with a different engine version: HandsTrainSample Would you like to rebuild them now?" and if i go Yes, then I get Missing Modules error with the message "Engine modules are out of date, and cannot be compiled while the engine is running. Please bu
My team and I are currently working on two distinct VR projects with our Meta Quest 2 and we keep getting this error on both of them. We even tried with a 3rd new project without external Plugins and the error keeps appearing.It appears when playing in editor the second time after opening the project. The first time you click it, and it works fine, the second time UE crashes.We tried with and without steam VR on. Quest Link is still active when UE crashes.Last week it worked, the only difference we noticed is the version of the Meta Quest which received an update recently, but we don't know if it is possible to downgrade its version or if it is the real problem.Sorry for my bad English, hope you can help us. Thanks.
We recently started deploying alpha builds for our Game, unfortunately these behave totally different than our locally installed builds. Given the same build it launches fine when locally installed via MQDH but is stuck on 3 Dots when installing from a release channel (alpha).We are digging through the log but so far have not found any error that would inform us in what to change or what is actually wrong.We currently using UE 5.3.2 + the latest plugin version compatible with that version.We identified the following messages as potentially problematic but found no information as to what they specifically meanUnexpected activity event reported! (com.AnotherWorldVR.SpacePawdyssey/com.AnotherWorldVR.SpacePawdyssey.DownloaderActivity event : 23 instanceId : 115675985)No part of our app should need to download anything so this indeed an unexpected activityVrDeviceManagerService Failed to set priority for thread 21788, err: -3VrDeviceManagerService Error set scheduler for process 3309 thread
The Oculus-VR Fork's latest release is apparently incompatible with Metahumans.If I have a Metahuman on a Map and start the VR Preview it crashes immediately.It also crashes when deployed to the device.Does anyone know how to get around this?
My packaged Unreal build for the Quest 3 will not start and stays at the Unreal Editor splash screen. I dumped the log and saw the title of this post dozens and dozens of times in said log file:[2024.08.03-01.35.34:788][399]LogHMD: Error: Failed to load a depth texture frame description for the left eye.[2024.08.03-01.35.34:790][399]LogShaderLibrary: Warning: Spent 4.39 ms in a blocking wait for shader preload, NumRefs: 2, FramePreloadStarted: 2686, CurrentFrame: 2686[2024.08.03-01.35.34:803][400]LogHMD: Error: Failed to load a depth texture frame description for the left eye.[2024.08.03-01.35.34:846][401]LogHMD: Error: Failed to load a depth texture frame description for the left eye.[2024.08.03-01.35.34:846][401]LogSVRLoadScreen: Display: BlockTick delta: 0.11 seconds. Current elapsed load screen time: 4.35[2024.08.03-01.35.34:858][401]LogHMD: Error: Failed to load a depth texture frame description for the left eye.[2024.08.03-01.35.34:864][401]LogHMD: Error: Failed to load a d
I created an Unreal 4.21 project for this platform and the upload consistently failing. The error can be seen below. If I could get help that would be nice, thanks!
Hello, I'm having an issue with Unreal Engine 5's MRUtilityKit. When I try to use the Scene API to make meshes appear on walls, it works. However, as soon as I press the Meta button to recenter the game or I step out of the boundary and return, the game elements appear in multiple locations at once while flickering, as if the tracking goes crazy. This makes the Scene API feature unusable for our project. I've tried the application on multiple headsets and built it from several PCs, but the issue remains. When I use the deprecated solution with the "OculusXRSceneActor" everything works fine, I don't have these tracking issues. Unofrtunately i need some features only avalaible in the Scene API.Thank you for your help, Joachim
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