Unreal Development
Recently active
I'm developing with the quest3 and magic leap2 in my computer.For the Magic leap2, I need other android version. Is it possible to develop the anroid app for the meta quest 3 with this andorid version?
Has anyone had a problem running the VR preview in Unreal Engine with player position? Namely, when I start the game and put on the headset (Oculus Quest 2), it happens that my virtual space rotates or moves by certain values. It is extremely important to me that when starting the game in the program, the player is always in the same place and in the same orientation, because I overlap the table from reality with the virtual one, so that they really coincide without having to move the virtual one every time. I need the VR pawn view to match the posi
I receive these errors when building for Linux or Linux Dedicated server. Has anyone found any success? I am trying to prevent using any features with conditional check of whether the Platform is Linux. Linux Dedicated Servers are good to support because they can greatly lower the costs of game server usage in the cloud opposed to using Windows instances Thanks, -Brandon
Hi, I just did a fresh install of the Oculus UE build 5.1 and the new SS release to see how it worked, and I'm getting an error when trying to install the packaged project to my Quest2.db: failed to install SharedSpaces-arm64.apk: Failure [INSTALL_FAILED_OLDER_SDK: Failed parse during installPackageLI: /data/app/vmdl1751123627.tmp/base.apk (at Binary XML file line #8): Requires newer sdk version #33 (current version is #29)]It appears to be an SDK issue, I have 33 installed via android studio, but I'm not sure if there's something I need to do via unreal/ the SS project ?? Any feedback would be welcome since this appears to be a new issue with this particular setup.SharedSpaces4x + OculusUE4x works by default without this error.
Hi everyone,I'm writing this in the hopes it proves useful for someone who may be having issues removing unwanted android permissions from their Unreal engine project. This is something I've struggled to do for a number of days and I've seen a lot of other people struggling with it, so I want to get this down for anyone with the same problemIf you look at Meta's developer page here: https://developer.oculus.com/documentation/unreal/unreal-unwanted-manifest-permissions/They tell you how to start a ManifestRequirementsOverride.txt document along with where to put it in your project. This part is correct.The part where it tells you to put the uses-sdk and uses-feature lines from your AndroidManifest.xml is also correct (though there may be more than one uses-features line in your manifest so double check that).What's wrong however, is it tells you to "Replace PERMISSION_NAME with the name of the unwanted Android permission". THIS IS INCORRECT! The permissions you put in the docu
Hey, it seems that after the latest Meta Quest Link update (about 15 hours ago), the VR preview button in Unreal Engine is greyed out, when it shouldn't. My Quest 2 is normally connected via Quest Link (Meta Quest Link and Android Studio are opened) and besides the Meta Quest Link update I did not change anything with my setup.This happens with Unreal 5.1.1. Interestingly, on Unreal 4.23.1, the VR Preview works just fine.Is there a way to fix this or to undo the latest Meta Quest Link update?
VR preview cannot be run in Unreal 5.0 and 5.1. (VR preview is available in 5.2 and 5.3.) If anyone knows a solution to this problem, please reply.
。。。
Hey,Is there anyone who successfully used the hand tracking setup to interact with 3D widgets in Unreal Engine? I'm especially interested in poking/touching buttons.
Ok, so Full Body Tracking in Multiplayer is a huge must.I have been attempting to crack it, and I have, but with a major caveat. It lags hardcore because it's flooding the network. (it's a lot of data)I will share here how I successfully get it to replicate in the first place, but I am hoping someone can help me drive it home by sharing a way to optimize it, or offer potential alternatives solutions.This is all blueprint, so maybe C++ can help? I also hear of a concept called Delta Compression, where only changes are replicated, which I believe Unreal has by default, but I am unsure, and don't know if it's in use or requires a special setup.Lastly, I theorize a way to maybe separate the body, hands, and face tracking as separate Live Link Poses, so we could individually control if the hands or face replicate based on distance. I am sure the body replicating alone will lag much less than hands and face alongside every frame of replication. Essentially, the fingers and face of other play
I need to call the photo and video recording functions of the Quest 3 system. Specifically, I want to implement the following features:Take a Photo: Capture a photo using the Quest 3 system's photo functionality.Record a Video: Record a video using the Quest 3 system's video recording functionality.Preview: Display the captured photos and recorded videos within the application.Save: Save the captured photos and recorded videos to a specified project path.This article is generated using GPT, so please excuse any grammatical errors. Could anyone provide guidance or sample code on how to achieve this in Unreal Engine 5.4? Any help would be greatly appreciated!
Can we use this SDK in Unreal Engine 5.4.3 without breaking anything, or we need to wait for the support?
The oculus documentation mentions configuring an OS Splash Screen in the project settings, but the OpenXR plugin does not seem to have anything equiavalent in its documentation and only shows blueprint. If I use the blueprint nodes I'm worried it will not pass the store's 4 second test as mentioned in the oculus documenation.https://developer.oculus.com/documentation/unreal/unreal-loading-screens/https://docs.unrealengine.com/5.2/en-US/openxr-loading-screens-in-unreal-engine/
I cant get ue5.4 to pick up my Quest 3 device, the live link seems to be working.I get a warning triangle next to android in platforms and I've used Android studio to set up, I've tried following the online epic tutorial for which versions of SDK/NDK and JDK to install and use and they also seem to be wrong.I keep getting: Warning: This version only understands SDK XML versions up to 3 but an SDK XML file of version 4 was encountered. This can happen if you use versions of Android Studio and the command-line tools that were released at different times. Can someone please advice which version needs to be installed and where, epic help forums doesn't reply!
So I'm trying to get my app to AppLab, and I'm getting the following: APK is debuggable (android:debuggable in AndroidManifest.xml). NOTE: you may only distribute debuggable APKs through private channels. Android Target SDK version is 29, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml). NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.WRITE_EXTERNAL_STORAGE - android.permission.READ_EXTERNAL_STORAGE - android.permission.READ_MEDIA_AUDIO - android.permission.READ_MEDIA_VIDEO - android.permission.READ_MEDIA_IMAGES - android.permission.ACCESS_MEDIA_LOCATION - android.permission.READ_MEDIA_IMAGE - android.permission.WAKE_LOCK Please remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application.
Hi all -I'm attempting to follow Meta's implementation of the Movement SDK on a custom avatar, but am having difficulty getting the retargeting to function as intended.As you'll see in this OBS Recording, many of the bones have broken rotations.Any advice would be appreciated!
Hello, i imported a gltf object with textures in a Quest 3 VR app. with unreal 5.3.2.In the editor and in MetaXR simulator i see the correct textures on the object. When I deploy the app to quest 3 i see the object in gray, without textures. PS: the object is a blueprint with smaller parts combined together. Why it works in editor and simulator and not on the quest device ?
When testing the game with Scene Anchors and MRUK it all works perfectly in-engine when we test with VR Preview. But when we build the game and launch it via quest link the space and anchors are completely wrong in positions, and they're never in the same place. This is only in the BUILD, it works in engine.
This is my setup:Unreal Engine 5.4.2Meta Quest 3 (up to date)Voice SDK / Wit.ai app (latest)I followed the guide for transcripton here: https://developer.oculus.com/documentation/unreal/vsdk-transcriptionEverything works if I test on Windows. But wenn I package the app for the quest and activate voice/transcription the app closes immedatly if I start speaking. There are no errors. the last lines in the log file are:[2024.06.08-16.03.50:036][795]LogWit: Display: ActivateVoiceInput: activated voice input[2024.06.08-16.03.51:048][867]LogWit: Display: BeginStreamRequest: starting stream requestWhat am I doing wrong?
We are using standard UE 5.3.2 with MetaXR plugin 65, using predominantly Blueprint. In trying to show the loading screen, we have the camera fade to black and then show the loading screen. The problem is that once "Show Load Screen" is called, a flash of the passthrough occurs for 1 frame (at the same time the splash is shown).After much troubleshooting, we isolated the issue to the "Show Load Screen" node. If we don't use the "Add Loading Screen Splash" or "Set Loading Screen" (just have a black loading screen) and call "Show Load Screen," then it's fine. The image we use has alpha, but have also tried with images that don't use alpha. Our app uses VR and MR modes, so we can't turn off passthrough in settings. We have tried removing the XRPassthrough Layer Component before showing the load screen, but the passthrough flash still occurs.Has anyone else seen this issue? Any suggestions?
Hello, using Unreal Engine to make a VR project and in the VR Preview everything is working as expected, but my RTF RGBA16f render target which I am using to encode local position data in the pixels (which can be negative or greater than 1.0) are being clamped when sampled on the package build to 0-1; but not in the VR Preview or PIE modes. It seems like there's some subtle difference between Directx12 and Vulkan regarding the texture formats? What can be done to resolve the issue? It's pretty important and would be a massive inconvenience to refactor things to be normalized in a 0-1 range. It is preferable to be able to preserve and sample the raw values as originally encoded.
Hello, Since 2 weeks, I have a very annoying problem with soft occlusion.I think that the hand removal system is interfering in a non desired way with the soft collision system: I've opened the OcclusionSample with UE 5.4.1 Meta Fork - v66 MetaXR plugin as it is the last version available and v67 OS on Quest Headsets. No collision and Hard collision seems to behave as planned. When enabling soft collision, I have part of my meshes/sprites that are hidden in a weird way.If I move my hand in the bottom half of my passthrough fov, it behaves like my hand is masking the 3D object. I've managed doing so to have a sort of "masking shadow" the form of my hand masking the 3D object.Enabling or disabling the "remove hand" feature does have an impact but doesn't solve the weird masking issue. How I put my hands: An example of the result. In this one, my hand is about 1 m ahead of the HMD, I'm not masking directly the depth camera.Plus, my hands is below the hidden sprite, so it should not be
With the current Quest 3 firmware v66/v67 passthrough is broken in VRPreview, it is drawn on top and occludes all 3D content (passthrough layer "underlay"). Even the Meta PTSamples project isn't working anymore. Unreal Engine version and Meta plugin version do not seem to matter, the problem appeared with both setups: UE 5.3.2 and Meta v62UE 5.4.2 and Meta v66 Is it just me?Is it possible to revert to an old Quest firmware? Thank you
Hi! I'm developing a multiplayer application for Meta Quest that uses Epic Online Services (EOS). The users are supposed to login using DeviceID. This login method used to work perfectly when I submitted the app to the Alpha Channel of AppLab. Since a few months, the same application in AppLab is not able to login using this method anymore. The login fails silently and doesn't provide any error message. But when I install the application locally on my Quest, without submitting to AppLab, the login works fine. So, I suppose that there is something different or new in AppLab regarding this login method. Does anyone have an idea of what could be wrong or how to solve the problem?
Hey VR devs,I've been working on Unreal plugin to let you all record Camera | RenderTarget | Viewport + Audio while running your Oculus app/game.Here is the link to Fab marketplace:https://www.fab.com/listings/36bd136b-2942-4403-9428-96a430ca71eeVideo encoding is Hardware Accelerated meaning it can leverage Oculus hardware and thus your game won't bottleneck at all.Result video can be encoded at any FPS you like and maximum FPS really depends on how performant your simulation or game is! The plugin can produce 30, 60 or even 90 FPS videos with ease and performance wise it is SUPER light. I've added Unreal Insights markups so you can profile it too.Runtime Video Recorder can also record audio, do manual capture (for more granular recording) and is cross-platform!P.S. Tested on Oculus 2 and Quest 3! Also a bunch of Android phones.Discord:https://discord.gg/Ujw7QVrWxGBest wishes,Petr
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.