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I'm currently having an issue in Unreal 5.2 with the virtual keyboard for the Meta Quest 3. Using an editable text box and selecting it will bring up the virtual keyboard. However upon closing the virtual keyboard all widgets lose any sort of interaction, buttons will not allow clicking and the text box cannot be selected again so the virtual keyboard will not appear again. Has anyone had any similar issues or know of any fixes for this issue?Thanks
My App submission currently failes the review on the VRC.Quest.Performance.1 reqiurement.When observing the frame rate in MQDH I do see the low frame rate of 18 even in the starting window. When properly entering the application, I see the framerate quickly switching between 18 and 72.When using the OVR Metrics Tool, it show me a constant framerate of 72. Even from the users perspective, I do not see the beginning low framerate in the starting window or the quick switches of framerates in the main part of the application.This requirement currently fails during my app submissions. Does someone have an idea how to fix this or how to properly debug this behaviour?I am using UE5.3.2 and the latest MetaXR plugin version for UE5.3.2.Thanks!
I have met a problem. In a game packaged by UE5, if i remove HMD from head and put on again, the HMD will Recentered automatically (like press and hold button Oculus Home in a while). I see it happened on the lastest update v57 yesterday. How to turn off the automatic function above so that the HMD don't recenter when putting on head again or have a setting on UE5?
Over a year ago it was said that Meta Avatars would be coming to UE.https://developer.oculus.com/blog/meta-avatars-highlights-update-connect-2022/Does anyone know if there is a release date for the SDK?
I am implementing a PCVR project, and everything seems to work almost perfectly. However, one of the remaining issues I need to solve is related to passthrough.When running the project from either the editor or an .exe, passthrough works correctly, and I can see my models, etc. However, if I take off the headset and put it back on, as soon as I move my hand in front of the cameras of my Meta Quest 3, the passthrough breaks, showing me distorted images of my surrounding environment.Has anyone else encountered this issue? Do you know how to fix it?For now, I am using Desktop Maximum as the Target Hardware and in PC preview D3D SM6 (I also tried with Vulkan as recommended by Meta, but the result is the same. Side note: the result is the same, but there are no shadows!).I am also using MRUK to instantiate a model on top of my real table.
For my quest app I want to connect with an online database, for example mongodbWith windows projects I use MongoDB driver . Although the documentation tells me it can work with android, the reality is that it is not working with android.Does anybody has some expierence with a database connector plugin which works with the quest android?I am using the engine build from source from oculusGreetings from the Netherlands
I am developing a PC VR application using UE5.3.2 and MetaXR Plugin 1.95.0.I do not want the application to terminate if QuestLink disconnects and lets it return.Does anyone know how to do this?When using the OpenXR plug-in, this can be achieved by ExecuteCommanding the following.xr.OpenXRExitAppOnRuntimeDrivenSessionExit false
Hi everyone!I’m having issues with my VR build—there are ZERO shadows on Quest 2 and 3! When working in the editor, everything works as intended, but when the build is generated, there are no shadows, not even baked ones.Are there any settings I should adjust? The project was started with the VR Template.Additionally, Post Process does not work in the build.Any suggestions on how to fix this?Thank you!
I'm trying to upload my apk through the meta developer hub and im getting the errors The focus aware manifest meta-data tag must be set with required="true". More information can be found here: https://developer.oculus.com/distribute/vrc-quest-input-4/Missing <category android:name="com.oculus.intent.category.*> in AndroidManifest.xml.The <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> attribute is required for this platform in AndroidManifest.xml I have looked into the project settings and inside of the meta xr plugin I have focus aware checked but its greyed out and not pushing to the manifest, I also dont understand why the headtracking feature is no longer pushing to the manifest either as It should.I am on the new oculus 5.2 branch and the newest meta plugin, any help or ideas would be greatly appreciated.
I am just trying to use the UE 5.4 Project Launcher to build my architecture project from UE 5.4.4 to my Quest 3. Should I choose Android_ASTC, or the Android_ASTCClient version?I've successfully completed a build and it created pak file. I also have the apk file and obb file.What do I do with these? What are the purposes of these files?I tried deploying to device and it put it on my Q3, but seems to get hung up loading.
The MetaXR plugin is broken for the latest on ue5-main branch (commit 7b00eca). Some part of the core VR integration was changed by Epic. Even though it should all be going through OpenXR.A beta MetaXR plugin for UE 5.4 would be nice.
Hi guys,I am facing a weird problem. After using my app developed wityh unreal 5.0, I get have some mesh turning black. Not all of them, just some random mesh in my level. Everything is completely baked in the map. I don't have code modifying textures or anything.Does anyone has already experienced this problem?Any thoughts?Thx, Cedric
Hi, I am working on a Mixed Reality, shared spaces/anchors project using Unreal Engine 5.3 but the Entitlement check gives me always error. I have the company registered and approved, and the new project created in the Dashboard, all the checks passed, I created some test users inside and I am testing for now with a QUest3 that uses the Admin's account for the Dashboard. I have the Oculus AppId for the API connection and it is inside the DefalutEngine.ini file of the project, but my project keeps giving me an ENTITLEMENT ERROR in the Quest3 (using the Administrator account of the project in the HMD) .. is there any other step involved to pass the entitlement? As far as I know there is no need to publish the app (not even alpha) to test it. Thank you !!!
Hello!Im starting to prepare my game for VR and using the launch option on quest 2 throws me this error line, crashing the game back to Meta lobby.Does anyone know what is happening here? or how I can track it better?LogAndroid: Error: === Critical error: === LogAndroid: Error: LogAndroid: Error: Assertion failed: !bWasCanceled [File:./Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 1517] LogAndroid: Error: LogAndroid: Error: [Callstack] 0x0000007169AE178C libUnreal.so(0x000000001243B78C)!FPrecacheCallbackHandler::RequestComplete(bool, IAsyncReadRequest*) [] LogAndroid: Error: [Callstack] 0x000000716934875C libUnreal.so(0x0000000011CA275C)!FGenericReadRequest::PerformRequest() [] LogAndroid: Error: [Callstack] 0x000000716563A3A4 libUnreal.so(0x000000000DF943A4)!FAsyncTaskBase::DoWork() [] LogAndroid: Error: [Callstack] 0x000000716563C7B0 libUnreal.so(0x000000000DF967B0)!FAsyncTaskBase::DoThreadedWork() [] LogAndroid: Error: [Callstack] 0x0000007169420718 libUnrea
Editing a previous post. Looks like there was an update to take us to 5.4.4 and now v68 no longer seems to find my headset for VR preview. Anyone having any luck using 5.4.4.
Has anybody had any success with accessing the Quest mic to grab audio data?On 5.2 and I've tried AudioCaptureComponent and using the voice module FVoiceModule::Get().CreateVoiceCapture ... but so far no luck.Trying to feed the audio back into a submix, which I know is working because I have a generated sound wave using USoundWaveProcedural going into the same submix that comes through fine.And I am checking and acquiring android permissions for RECORD_AUDIO ... I know that the mic works because we use Vivox for grabbing mic input for VOIP.Any thoughts? Feels like this *really* shouldn't be this hard ...
I am using UE 5.4.3 Meta Fork and have completed all the setup steps as in the instruction. When I edit the code in the project source and build the project, it builds a lot of actions (more than 3000) and takes a long time to complete. While if I use UE 5.4.3 downloaded from Epic Launcher, it only builds about 100 actions. What is the problem?When building by Meta Fork.When building by Epic UE.
Hi,Currently working on some test VR scenes and I want to be able to use the passthrough from the Quest. Although it only works when openxr is disabled and MetaXR enabled, which then leads to my controllers not working. Everything works fine with just OpenXR.
Hello,I am working with Depth API in UE5.4.3 with Meta Quest 3. When I use passthrough and call Start Environment Depth(Image 1) with Hard XROcclusion Mode, everything works fine (Image 3) but when I call function Set Base Rotation and Base Offset in Meters (Image 2), the Depth gets error (Image 4).In image 4, I set the Base Rotation Offset to 30° and my hand is also offset by 30°. My hand should not be covering the Sphere.Image 11. Depth API CallImage 22. Call Function Set Base Rotation and Base Offset in MetersImage 3Depth API fine before call functionImage 4Depth API gets error after call function
I am using the github fork. My project was made in 5.3.2. Project was running fine on the quests.I have updated the engine to the latest version oculus-5.4 from the oculus github.When packaging I get a lot of cooking errors, for example:UATHelper: Packaging (Android (ASTC)): LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.UATHelper: Packaging (Android (ASTC)): Source package: /Game/MSPresets/M_MS_Decal_Material_VT/M_MS_Decal_Material_VTUATHelper: Packaging (Android (ASTC)): Target package: /Bridge/MSPresets/MSVTTextures/WhitePlaceholderUATHelper: Packaging (Android (ASTC)): Referenced object: /Bridge/MSPresets/MSVTTextures/WhitePlaceholder.WhitePlaceholderi found this forum post , and trying to solve it. 😉To get the project working with 5.4.2. I had to (see Notes, has nothing to do with the cooking errors)Note: After migrating to 5.4.2.
Neither "Get VR Focus State" and VRNotifications work in android builds on Quest despite working in editor. Apparently also happens to some people in the Meta fork of UE5. It is mentioned in the screenshot below that someone had solved this but we don't know who has or how. Logic used below , I confirmed this to work in editor but not when launching on Quest shipping build. I have tried with VR notifications by themselves as well as just using Get VR Focus State. Has anyone else encountered or solved this problem?
Hello, I bought the plugin "UniversalNativeTTS" from UE market place. The test on android phone is good. I can get any wanted TTS in several languages (English, Chinese, French, etc.). But the test is bad with my Meta Quest 2. Does we need a specific configuration to get this TTS work on meta quest 2 ?
I'm currently trying to get some haptic feedback when grabbing an object in Unreal, but so far no result, no matter what the controllers will simply never vibrate. Here's the blueprints currently used to get the rumble effect :Hope someone will be able to find a solution.
hello,i am having problems with the MetaXr plugin for unreal engine 5.3.2 the app crashes me when i call the openLevel node so i try to do the level change.I tried to see the logs but there are no errors, I also tried two different versions of the plugin the v65 and the v67, what can I do to fix it?Thank you very much
Today I was testing some optimization settings and ran into this error while compiling UE5.4 project, MetaXR plugin v67LogOVRPlugin: Display: OVRPlugin 1.99.0 ... initialized LogOVRPlugin: Error: CreateFoveationProfile() failed: required extensions not enabled: XR_FB_foveation 0 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11158)its related to this setting:this is called in my game instance on init,removing that allows for successful compile,what am I missing?Plugin - OpenXR = EnabledPlugin - MetaXR = EnabledPlugin - MetaXR Platform = Enabled
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